oosyrag's Forum Posts

  • Use an extra invisible helper hitbox while sliding to detect obstacles. End slide only if hitbox is clear.

  • One workaround would be to move your object positions of interest into the layout bounds.

    Basically move the world around the player, rather than moving the player.

  • You're going to need to be more specific, there are hundreds of ways to present a tutorial.

  • The bullet behavior with gravity should be sufficient.

    Showing the trajectory is more complicated. You can use the drawing canvas to draw it out, or perhaps make a dotted line with sprites at set intervals.

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  • Link expired, still need help with this?

  • construct.net/en/tutorials/supporting-multiple-screen-sizes-77 has everything you need to know, although it might take a little effort to apply.

    You shouldn't have to worry about sprite sizes if you're using full screen scaling, as that is automatically taken care of.

    You can get the window size via system expressions if you want fine control over high or low resolution assets, but that is usually unnecessary.

    The thing you will need to adjust would be the position of the sprites depending on the position of the screen edges. The second page in that tutorial gives more information about that.

  • How are your collisions set up now?

  • Step 1: Set up your save load system.

    Step 2: Don't change it between versions.

  • All events are AND blocks by default. All conditions must be met for the event to run.

  • Keep track of which touch initiated the jump by saving touch.touchindex to a variable upon triggering the jump.

    On Nth touch end

    Triggered when a given touch number releases from the screen. For example, On touch 1 end will trigger when releasing the second simultaneous touch (given that it is a zero-based index).

  • info.sonicretro.org/Sonic_Physics_Guide

    Literally has everything you need.

  • Construct doesn't support this by design, for a variety of reasons. Ref: construct.net/en/forum/construct-2/general-discussion-17/denied-mouse-plugin-pointer-130353

    The normal workaround is to use full screen mode. There may be plugins that could help as well.

  • Fps is hard to diagnose in any project, but I don't imagine yours would be resource intensive. First thing I usually do is to change any event that runs every tick to have a trigger instead if possible. Updating text objects every tick can be a huge one. Second is to look for big loops that can be optimized. Is your original download link up to date? I can take a look when I get a chance.

    I would always appreciate a drink.

    paypal.me/oosyrag

  • I would use a synced instance variable, assuming both the peer and host have access to the same array.

    Host side -

    On creation of the text object, how are you setting the text from the array? I assume you're using some sort of index. Save this index number (location in the array where your text is) to the synced instance variable for that text object at the same time you set the text value from the array.

    Peer side -

    The text object will get created, and it will have the synced instance variable referencing the correct text for itself. Use that instance variable either on created or other trigger of your choosing to reference the array to grab the right text.

    I'm not comfortable taking paid work, as I would not be able to make a time commitment for it, nor am I 100% positive I'd be able to solve any issues that come up. Multiplayer is really difficult to design for. I don't mind throwing out ideas here on the forum as usual though.

  • Can't do much. Unless you think you'll have a way to find out who does it.

    Again, it will cost you more to sue someone than whatever damages you'll be able to collect from them.

    Also again, if your game is worth hacking, you're probably already fabulously successful to the point where it doesn't matter.