oosyrag's Forum Posts

  • You'll be interested in this part in particular:

    Offset every object by the difference between player 1 and player 2

    Paste to canvas

    Return objects to original position

    The canvas portion of the screen will show the area around one player, while the normal viewport will show the area around the other.

    I'll make a more usable example later.

  • Syncing needs to happen before the object is spawned. Usually this is done on start of layout, and only needs to be done once.

    For a card game, you don't necessarily need to use the sync feature. A more straightforward method could be to simply send messages between peer and host, and have events on both host and peer side to handle what happens when any given message is received. It will be up to you do keep the host and peers in sync in terms of what is shown, but this is relatively simple to check and implement in a turn based or card game.

    I recommend you to actually follow and complete all four multiplayer tutorials until you can understand everything that is written on the multiplayer plugin's manual page. Implementing multiplayer isn't easy - it basically amounts to making two versions of your game that rely on outside (each other's) inputs.

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  • Maybe I was wrong. Else does always seem to run after loops no matter what. I looked at the example file I made and it looks like I didn't end up using else after a loop after all.

  • Bounce off solids with the bullet behavior will treat corners as rounded.

    LOS ray casting will get you the "real" angle of reflection on collision with solids.

  • This thread is almost 3 years old.

    I for one find the documentation quite excellent and it is one of the main reasons I liked Construct to begin with. The manual is very precise and doesn't need to be bloated with examples everywhere. Plugins, behaviours, and expressions are flexible and able to serve many tasks. It would be ridiculous to try to cover all use cases with examples. And if not, then you run into the same problem where what you're specifically looking for might not have an example, as if you were searching on the forums or tutorials.

    Certain new features or plugins might not be immediately documented, but those get entries pretty quickly, not to mention blog posts that explore the new features.

    I wouldn't mind a method for centralizing the location of information. Sometimes I recall reading something useful and I can't remember if it came from a blog post, forum post, or tutorial.

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  • The layer you want blending modes isolated on.

    You'll need to apply the blends on the objects within that layer, rather than the entire layer.

  • You'll need to go to layer properties and enable the "force own texture" option. Your blending source and destination objects need to be in the same layer.

  • Highly unlikely.

  • I'm assuming you are talking about art. Art is the heart and identity of most games. It is best to make your own, or have a person or team to create graphics under your direction.

    Smart use of pre-built assets can possibly lead to great results (PUBG), but usually will look like junk, even if the original art was high quality (PUBG arguably also looks like junk). It would be pretty rare to find assets from a single artist that would cover all your needs, so you would have to mix and match, and then the lack of cohesive art direction becomes pretty obvious.

    If you don't have the resources to make original art, then obviously you'll have to make do with whatever you can get.

  • Simple answer would be no.

    Technically it is possible, but outside of the scope of C3 by itself. It also adds a layer of difficulty on top of the already complicated task of making a multiplayer game.

    You CAN use the built in multiplayer plugin to match only local players, via a shared typed code or qr or whatever else system you want to design. The result would be essentially the same as a LAN only game, with the only difference that you have to be online to make the initial connection.

  • You have to decide yourself, as a designer, how you want the enemy to move.

    Answer the questions: Where/how should the enemy move (actions), and when/why the enemy moves (conditions).

    Use the answers to put together your events.

  • I wasn't answering you with that post lucky. If you want to create a specific object, just create that object directly instead of selecting the family.

  • Families can be used for picking. When you set the global variable to 1 or 2, create and set an instance variable in the player object to 1 or 2 as well. Then you can use the family - compare instance variable = global variable, it will pick the chosen object.

    Although if it is the only existing instance or object in the family on a layout, using the family will only pick that one by default anyway.