oosyrag's Forum Posts

  • An array is just a set of variables grouped together like a spreadsheet.

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  • Off the top of my head, I would use an array to do this instead of two variables. Then you can use array.indexof(min()) to get the position of the value.

  • It depends on the device that runs your game.

    Bounding Box Performance Test

    My computer hits about 50,000 sprites before slowing down, to around 30 fps at 100,000 sprites. A mobile device would be much less, and a more powerful gpu (mine is some 6 years old) could be much higher.

  • There are multiple ways to do many things. Use whatever you are most comfortable with and is convenient for you.

  • You can try searching in the addons section for Construct 3.

    construct.net/en/make-games/addons/98/rgba-channel-separation

  • The games you mentioned pretty much all had different implementations of pathfinding. Which one would you want to be default in construct? They all had different limitations and solutions, there isn't a one size fit all.

    Even Starcraft, which came significantly after some of the games you mentioned, used different pathfinding algorithms for certain units only, within the same game.

    Here's an example codeofhonor.com/blog/the-starcraft-path-finding-hack

    The reason you haven't been able to find a solution for the sprite overlay problem is because even the big name developers couldn't find a solution for it, they just designed around it and hid it well. Case in point, some units like air units and zerglings don't move in formation at all. They just lose collision with each other while moving, and spread out when they get to the destination. A good developer will focus on making a fun game look good, rather than get stuck on a specific requirement like non overlapping units that doesn't matter in the end anyways. See what this guy did - striketactics.net/devblog/starcraft-1-pathfinding-technical-analysis

    Here's another great article. tl.net/forum/starcraft-2/132171-the-mechanics-of-sc2-part-1

    Note that Starcraft 1 (Brood War) relies extensively on a* pathfinding, which is exactly what Construct gives you. How you implement it is up to you though.

    Swarming boids style movement used in Starcraft 2 can also be done using the 8direction behavior in addition to pathfinding. That's another huge topic as well, but that could be a specific thing that I wouldn't mind seeing added as its behavior in Construct. construct3.ideas.aha.io/ideas/C3-I-1680

  • Steering wheels are probably like joysticks and treated as controllers. You should be able to access their input via axis expressions.

  • There's nothing in there that creates a new Sprite4 line. You're just moving one around.

    Try this:

    Get rid of the function call in event 1

    Add a System - Create Object Sprite4 in event 2

    Copy all the actions from event 5 to event 2 after the Create Object action

    Move the System - Create Object Sprite in event 2 so that it is the final action in that event.

    You can get rid of the function I think. You can also combine events 1 and 2, no need for a subevent here.

  • First paste a color wheel onto a drawing canvas object. Then use the save snapshot action. Afterwards you can use the snapshot(rgba)at(x,y) expressions to get the color from any given pixel in number form, and do whatever you want with it.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/drawing-canvas

    SnapshotRedAt(x, y)

    SnapshotGreenAt(x, y)

    SnapshotBlueAt(x, y)

    SnapshotAlphaAt(x, y)

    Return the red, green, blue and alpha components of a pixel in a saved snapshot. The position is given in pixel co-ordinates, and the returned value is returned in the 0-100 range. For more information see the section Pixel manipulation with snapshots above.

  • In event 5, create a text object with the fade behavior at enemy, and set text to damage amount.

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  • It's not that clear what you're asking for... What does your drawline() function look like?

    But if I had to make a guess it seems like you are not picking any instances of Sprite4 in event 2, so the new line and the existing ones get stacked on top of each other, looking like there is only one line.

    You need to specify which Sprite4 you want to apply actions to. Usually this is done automatically if there was a system-create object action in the same event, but in this case it looks like you create it via a function so the auto picking didn't apply.

  • Here's an example. You would replace the localstorage events with whatever your server uses.

    dropbox.com/s/3diz2xukc4732zg/LocalstorageSaveArrayExample.c3p

  • Exactly. Memorize, or rather the program will remember for you.

    Bonus you might not even need an ID field, since the x index of the array is basically an ID. Unless the ID field refers to an external number of some sort then you would still need to have it.

  • Use a object with the bullet behavior and enable gravity in the properties.