oosyrag's Forum Posts

  • It depends on the action you are using to move your object.

    If you manually move a solid object past or on top of another solid object by setting its x/y position, the solid behavior doesn't do anything.

    If you use 8 direction, the object controlled by 8 direction will be blocked by a solid object properly.

    For pathfinding, solids are only taken into account when calculating the path. There may possibly be issues with cell size and origin points, but without seeing your project that would be difficult to diagnose.

    Also note solids don't normally have any interact with each other, which seems to be your assumption. The solid behavior interacts with other movement behaviors. For example, if I had a solid wall, and a player object moving by 8direction, the player doesn't need to be solid and it still won't be able to pass or enter the solid area.

  • What are you trying to do?

    Works fine as written.

  • Unless you're trying to make QWOP in space, I highly recommend not using the physics plugin for a top down space controls. There should be an asteroids example in C3 you can reference for inertia based movement.

  • What method are you using to move your objects?

    The solid behavior has specific interactions with other behaviors. You can reference these in the manual construct.net/en/make-games/manuals/construct-3/behavior-reference/solid.

  • Here is an example project - dropbox.com/s/34svcvglv9sr5kv/mousescrolling.c3p

    If you're brand new to the engine, I definitely recommend familiarizing yourself with the beginner tutorial and concepts. While this isn't exactly a difficult mechanic, it does use a few behaviors working together, which may be confusing if you are not familiar with them.

  • Tile movement, moveto, and pathfinding would give you most of what you need mechanically, the other important part being setting states and choosing targets for the ghosts.

    Pathfinding can be skipped by using a simple distance and angle check at "decision tiles" as described in the previously linked article. Tile movement can still be used rather than bullet. Have ghosts continue moving in their current direction until an intersection/decision tile is reached, then give them a new direction.

  • One way is to have narrow invisible helper sprites anchored to each edge of the screen. While cursor is overlapping, move another invisible "camera" helper sprite that has the scroll to behavior enabled on the desired direction.

    The dotted viewport outline is to provide a reference for the visible area in the layout editor.

    Layouts can effectively be as large as you want them, as long as you manage your memory usage reasonably.

  • You need a trigger or other condition to specify when to run the event, otherwise it will run again every tick.

    For example add on layout start or on mouse click or similar.

  • Repeat array.width times

    Compare two values array.at(loopindex, selectedRowY) is greater than 0.

    Create object

    Set width to array.at(loopindex, y)

  • Don't use wait. Run a timer or fade behavior on the created object.

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  • You can copy a spreadsheet and paste into the array editor in construct, to use as a project file the array object can load on start.

  • The bullet behavior should have no collision interactions unless you specify them, or if you have physics on at the same time. The bullet behavior and physics behavior should be used exclusively of each other, pick one or the other.

  • Your post doesn't give enough information to provide help.

    You can try defining "works fine", "odd ways", and "right place" in more detail. Pictures or an example project could help.

    I don't see the free version as something you're meant to make games with, although it is possible.

    50 events is more than enough to get a feel of the workflow you would use with Construct, to see if it suits your style. It's nice so you can see if you like the software before you purchase a license.

  • Any chance that a feature can be added to "Send to peer" that instructs the host to process messages from itself (via loopback). Something like a check box on the "Send to peer" event that says "Process host originated messages to itself".

    Unless I'm missing something obvious...this causes a lot of redundant code between Peer and Host event groups that could be addressed in a common group if the host could be told to process it's own messages.

    Again...apologies if I'm missing something obvious.

    Since the host is the one sending the message, in the same event with the send to peer action you can add the actions for processing the message at the same time, since the host already has the data available.

    Peers need to add the trigger on message received to trigger those actions, because there is a time delay until they actually receive the message. No point for the host to have this.

    The redundant code would be having the same set of actions twice, once for peer and once for host. This is generally best practice, as in many situations host and peer are "interested" in different information and do different actions.

    If you really want to consolidate your host and peer actions to be the same, call and use a function instead.