oosyrag's Forum Posts

  • Something is removing it. Do you have the destroy when outside layout behavior? Or any event that destroys it might be triggering unintentionally.

  • Two things -

    You put TileToPositionX/Y, instead of PositionToTileX/Y.

    You will need to pick the correct tilemap out of the two. You can use UID or an instance variable.

  • Try using the text input object, set to read only. You can change the appearance with the set css action. To add lines, use the append text action to add newline&"text".

  • Are no mapsquares being set? Are the wrong ones being set? Are you checking in debug mode or just seeing if your text is showing?

    It's easier to diagnose a problem like this if you actually uploaded the project rather than just a screenshot of events. You also have hidden events. I don't know if the mouse over and for each conditions are causing problems displaying the text, normally you wouldn't need both together in a single event. Do you have multiple overlapping mapsquares?

  • construct.net/en/forum/construct-3/general-discussion-7/google-drive-cloud-save-outage-158182

    You can log into drive manually to download your project and open it from your hard drive.

  • You can get the tile ID of the tile at any position with the expression Tilemap.TileAt(PositionToTileX(x),PositionToTileY(y))

  • No messages needed. Since movement is already synced, the peer can just compare the host position to the previous position to see if the host is moving or not (in the air or not, ect), and play the correct animation. This gets a little trickier for attack animations though, depending on what you need.

    Or just store host inputs as you would a peer's in an instance variable, and sync that. Then the peers would have the host inputs, albeit a little delayed, and can apply the proper animation based on input. This would be the most straightforward method.

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  • 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.