oosyrag's Forum Posts

  • Get online, run c3, and wait for the ready to use offline notification to show up.

  • The signaling server is a service that connects hosts and peers. It doesn't have anything to do with a dedicated server/host.

    To have a dedicated server as host, you just need to have an always online server/computer, run your game on it, have it join a room first as host and leave it on.

    You can distribute "client" versions of your game with host events disabled. This will ensure your peers can never join a room as host.

    You can also use event conditions for your peers to ensure they do not join empty rooms, thus preventing them from ever hosting.

  • Not certain, but the drawing canvas object should be able to do that. It will be similar in concept to a split screen set up. I'd need to experiment a bit though to see if it works.

  • The simplest method I would try first would be to have a copy of all relevant objects on a second (non interactive) layer, scale that layer down, set parallax to 0 and scroll it to the desired position.

    See if the result is satisfactory. You can try applying some visual effects to the minimap layer as well.

  • Hmm... if I were to take a stab at it I would imagine I'd need a (project) file containing a way to identify the relevant video clip, each subtitle block, the time it should begin, and the duration it should stay visible (and possibly positional information?). This file would need to be created manually and could be parsed on start of layout to load into an array.

    A single text object would display all the subtitles. The text object would have one timer tag to keep track of the total duration of the video, and to trigger loading each subsequent subtitle into the text object. It would also have a separate duration timer tag to clear the previous subtitle upon triggering. A simple incrementing counter variable representing the array index could be used to display each subtitle block in sequence.

    I can put together an example at a later time if this doesn't make sense.

  • Here is an example for pathfinding with tile movement.

    dropbox.com/s/yxf61ftg6w6tag1/tilemovementwithpathfinding.c3p

    Both pathfinding and tile movement are a little bit more towards the intermediate level compared to just having something move without steps and obstacles like the beginner's ghost shooter tutorial.

  • I'm not familiar with the tutorial you are referring to, but the way to pick a random sprite object from multiple sprite objects is to put them together in a "family" (only available in the paid version of C3 I believe).

    Otherwise, you don't need to use clone to make multiple spawner object copies at all. Just use a single spawner sprite object, and drag multiple copies (instances) onto your layout. Then you can use the "System-Pick random instance" condition on that single spawner sprite object.

  • No. The Google Play plugin only supports highscores and avhievements, as you saw.

    You can try making a suggestion, although I believe adding functionality to the Google Play plugin is very low on the Construct team's priority due to the fact that Google Play is not particularly universal/cross platform friendly.

    On the other hand, you can simulate event tracking using highscores and achievements if you really wanted to. You would just have to build your own system.

  • There are a few ways to do this. Have you tried searching the tutorials for a method you're comfortable with?

    construct.net/en/tutorials/basic-mini-map-536

    construct.net/en/tutorials/dynamic-mini-map-612

    There are a few considerations. Is the map a fixed map? You can just use a separate minimap sprite, and cover sections of it to simulate fog of war. Is the map randomly generated? The drawing canvas can be used to dynamically create a map. Or you can make a simplified representation of your layout with lower resolution pieces. You can maybe even have a duplicate of your entire layout on a separate layer and scale that layer down.

  • You will either need to provide an example project of what you've done, or be more specific.

    Tile movement and platform behavior are normally not used together, so its a little confusing what you are asking.

  • You will need to host a signalling server on your local network. It can be purchased at scirra.com/store/game-making-tools/multiplayer-signalling-server-161.

    This will require some advanced networking knowledge, and there likely will be very limited support from general users on these forums to assist in setting this up.

    Also, if you program your application to use a signalling server on a local private IP address, it will only work on that particular network.

    I would recommend getting internet access if you're going to teach using an online tool. Otherwise, you're probably using C3 for a purpose it wasn't meant for. There is other software available that may suit your needs better.

    google.com/search

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  • Then perhaps you are spawning multiple overlapping cubes somehow?

  • Do you have multiple balls? Are they moving quickly?

    If it is possible for two balls to collide with the same cube on a single tick then you would have one cube destroyed counted twice.

  • This would be easier to diagnose by seeing your project/events.

  • No, they are separate software, with separate licenses.

    The C2 runtime is available in C3 as a backwards compatibility option, since C2 projects can be opened in C3, in case there were cases where some old projects did not behave as expected with the C3 runtime.

    Generally speaking the C3 runtime works fine for C2 projects as well AFAIK, so the C2 runtime option will probably be rarely used in the future.

    If you want to use C2, I believe you can still purchase it as a one time purchase for lifetime access.