oosyrag's Forum Posts

  • 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

  • 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.

  • "Every tick" is a condition, basically every frame, if you don't have other conditions to control it, like "Every x seconds".

    Otherwise it is difficult to help without seeing how you've set it up.

  • Array For Each Element

    Text Object - Append Array.CurValue&" " to Text

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  • I guess, I have to be online all the time, or?

    And generaly I think, that a stand alone program is always

    faster than a Browser App...

    Jogi

    You can use Construct 3 offline. I believe you have to authenticate your account online at least once a week though.

    You also may have a misconception about an "online" app where everything you do needs to be processed on a remote server, which then needs to respond and you have latency issues. Construct 3 is a browser app, but it runs entirely on your own computer.

  • The normal way to avoid walls is by using the pathfinding behavior, and following the resulting path.

    These are the behaviors that interact with solid, per the solid manual page at

    construct.net/en/make-games/manuals/construct-3/behavior-reference/solid

    8 Direction, which is blocked by Solids

    Bullet, which can optionally bounce off Solids

    Car, which bounces off Solids

    Line-of-sight, which by default has line-of-sight obstructed by Solids

    Platform, which can land on Solids. Platform cannot jump on to solids from underneath - for this, use the Jump-thru behavior.

    Pathfinding, which by default uses solids as path obstacles.

    Tile movement, which is blocked by Solids

    If you are not moving the enemy by one of these methods, they will not interact with solids.

    What condition should be so that they bounce off the walls (for example, just like when using bullet behavior)

    I can not turn the enemy at some angle, since I do not know exactly how angle he faces the wall.

    If you are using your own movement system, you can trigger on collision with wall to set a new angle. To find out the angle, you can use the line of sight behavior. Cast a ray in the angle the sprite is moving, and use lineofsight.reflectionangle to get the reflected angle from the solid.

  • Use a boolean state variable - "isActive".

    In your object creation event, add "isActive" is true to the condition.

    When two sprites collide, set "isActive" to false.