oosyrag's Forum Posts

  • It has to do with your collision polygon changing in between frames, so as he's walking, it triggers the collision event with the edge object again when the frame changes. He doesn't move fast enough to get his collision polygon out of the way before the next tick.

  • Use a bullet behavior.

    Set angle towards player.x, player.y

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  • You can use the set layer angle action along with the LayerAngle() expression to rotate a layer

    -> System: Set layer 0 angle to LayerAngle(0)+1 degrees

  • Check that your animation playback speed isn't 0 in the image editor.

  • A. Don't use a separate layout if you don't need to. You can use layers and visibility instead.

    B. Use the persist behavior to keep object properties when switching layouts.

    Pausing really depends on your project and what you need paused specifically. Generally speaking though, if you change layouts nothing is going to be happening on the previous layout so it's effectively paused by default.

  • The first thing that comes to mind is to run a loop for all tiles, check if each tile is a match and change it if it is.

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  • Probably yes. The networking capabilities are likely the last thing you would worry about.

  • Middle of layout would be layoutwidth and layoutheight, middle of viewport/window would be viewportwidth and viewportheight.

  • You need to use the tile to position expressions inside your distance expression.

    TileToPositionX(x)

    TileToPositionY(y)

    Convert a tile position to layout co-ordinates. For example, this can be used to position a Sprite object on top of a given tile.

  • Put a sine behavior on the enemy.

    On enemy collides with player, destroy player.

  • You need the multiplayer object for the host and peers to connect and communicate with each other, unless you are using a third party networking api with something like Photon or Firebase ect.

  • I'd say use the stable, unless there is a specific feature in the beta you want to use right away.

    Generally speaking the betas are wrapped up into a stable release within 2 months or so.