oosyrag's Forum Posts

  • Have you tried following the steps as described in the manual? construct.net/en/make-games/manuals/construct-3/project-primitives/sounds-and-music

  • Wow this is my first time posting in Construct forum and I'm very surprised by the quality and depth of the replies received. Thank you guys so much for the advices really reallyyyy appreciate it!

    So basically what I can understand is for fast prototyping use Construct 2/3. But for more advanced UI features I would have to use Ionic or Vue.js or other responsive languages.

    It's not possible to integrate these together inside Construct?

    I would have to custom build the whole app if I were to use these languages?

    I feel like you have things backwards here... you can do everything within Construct itself, it would just take longer and you would be "custom building" it yourself, while the third party resources have basically done all the work for you.

    I'm not familiar with it myself, but Ionic looks like it gives you straight up JavaScript you can just copy and paste, since C3 allows you to include JavaScript directly in your projects. construct.net/en/make-games/manuals/construct-3/scripting/using-scripting/javascript-construct

    Edit: Just start working on it yourself, and when you get stuck on a specific problem ask again. There are many ways of charting data, depending on how much data you have, how much you want to display, and what you want it to look like. These things will depend on how you build your underlying game. You might find that you may not need certain capabilities (like does the chart really need to be animated?), or that it actually ends up simpler than you think. Basically if you want the capability to chart/graph anything and the ability to display it in any way like you would in a spreadsheet program, the prebuilt libraries could be useful. If you're aiming for something specific, making it directly might be quicker and easier than trying to integrate a third party library.

  • You have the right idea, just use numbers to represent animations.

    A simple way would be to use an array that contains the names of your animations. The index number would be what you want synced. You would be able use indexof("animationname") to get the index number, and array.at("indexnumber") to get the animation name. There is a minor inconvenience of updating this array when making changes, but generally speaking it should be a once and done type thing.

    Alternatively, you don't need to sync animations at all. This could actually be preferred if your game allows for it. Instead of setting animation states based on input, you would set them based on the result instead, locally. This could result in more consistent results in some cases.

    I consider it best practice to only sync what is absolutely necessary to gameplay. Everything else is an illusion - there is no reason to sync what the peer and host sees, because peers will never see the same thing at the same time to begin with. Multiplayer development is all about designing around how to hide this. If you can get into the mindset of making the game look good and play well from each person's own perspective, rather than having the peer and host see the same thing (admittedly the natural thing to want), development will go smoother.

  • Is hero.animationname a string? Sync instance variable doesn't work with strings iirc.

  • Looks like you're going to have to increase the cost of everything else besides the road instead. Could be done with an invisible tilemap, with empty tiles where the roads are (or upon placing roads). Agreed rather unfortunate that you can't just set a negative path value. Seems like it would be a simple fix, you could make a suggestion at construct3.ideas.aha.io/ideas.

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  • Try opengameart.org

  • Upon reaching the checkpoint, set a global variable or local storage key (or both).

    On start of layout, check if the variable/key is set to decide where to create or move objects.

  • Setting the cost to 5 worked for me. Normal cost is 10.

  • I don't think you can select multiple things on mobile. Creating major content in mobile is decidedly more difficult on mobile than desktop. The mobile version is fantastic for previewing on mobile and making minor changes though.

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  • I'm not familiar with it myself, but have you explored the Add path cost example?

  • There is a wrap behavior. Have you tried it?

    Afaik setting position should work fine too, I don't think vectors would be lost.

  • It is called typewriter text, and there is an action for it in the text object.

  • ... only images that are visible onscreen will be displayed?

    Is this not always true?