oosyrag's Forum Posts

  • It's really not that complex...

    + Keyboard: On ↑ pressed
    + System: Repeat 4 times
    + select: Is overlapping grid at offset (0, -128×(LoopIndex+1))
    + grid: Is filled
    -> select: Set position to grid (image point 0)
    -> System: Stop loop
    

    This is all you need to skip empty spaces.

    If you want to hop over a row, you change the offset amount by -128 or +128 and repeat the same thing.

    dropbox.com/s/tff81dp49h8chuw/grid_UI.c3p

  • Lots of checks are relative, as the loop would be a single event. And you can add additional loops for neighboring columns or rows.

    Either way you'll need to clearly define the order of priority about where your selection would go. And if its actually random left or right you'll need to define that as well. Then you can put it together.

  • I'd normally use an array to set this up, as it has tools to make this sort of thing easier, but let's go with what you've got.

    First you'll need to identify if a grid spot is valid. You've already set up an instance boolean "filled" for your grid object, so that's good.

    Now when you press a direction, you want to see if the next spot in that direction is "filled" or not. You can easily do that with a compare instance variable condition.

    If it isn't filled, check the next position over in the same direction and repeat until one is filled.

    This can be done in a loop. Repeat x times (where x is the width of your grid, or maximum number of spaces you can move), and multiply the offset by loopindex for your positional check. If you run into a filled grid object, stop loop and move the selection to that object. Otherwise, if no valid spots were encountered, nothing happens.

  • You could start by making a multiplayer game. The tutorials are a great place to get started. construct.net/en/tutorials/multiplayer-tutorial-1-concepts-579

    You can limit the number of players per room in the Join Room action.

    If you have any additional specific questions, ask again. See tips for asking for help. construct.net/en/forum/construct-2/how-do-i-18/tips-posting-quothow-iquot-40390

  • Well local input prediction is the solution. If you set it up properly you will avoid the rubber banding movement as well. I'm guessing you didn't sync up your movement with the client input ready condition, but have no way of knowing without seeing your events.

  • Do you have local input prediction set up?

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  • A. Use an invisible helper object. Pin it above your player and scroll to that instead of your player.

    B. Make sure unbounded scrolling is not checked in your project properties. Set your layout size properly so there is no extra space below your level.

  • You want to add the condition where player is overlapping enemy (and also a trigger once while true), because you only want this event to happen when you actually hit the enemy, rather than any time your y is greater that his.

    Alternatively, use a invisible helper "target" sprite that is pinned just above the enemy to trigger an event when landing from above.

  • I'm not seeing why you wouldn't have control of the size of the object. Anyways if you try to mix your rendering methods you will run into issues, as you have found. So if you position and display your key the same way you would display a wall, which is working properly, the key should also display properly. If you didn't make the effect yourself maybe you can ask the original creator how to adapt it for smaller objects.

  • That makes sense. Again so what are you doing differently with the key compared to the walls as far as position and projection go?

  • Based on the information given in the screenshot, I wouldn't even know where to start looking in to the problem. It may be the same for others, so that's why no one is replying.

    How are you determining the positions of objects and projecting them in 3d, and what are you doing differently with the key compared to say a wall so that it doesn't behave like you expect it to?

  • You were talking about computer science and JavaScript.... That would be applicable to c2 or c3 equally...

  • Seed - "A pseudorandom number generator's number sequence is completely determined by the seed: thus, if a pseudorandom number generator is reinitialized with the same seed, it will produce the same sequence of numbers."

    It is used as a basis to get a specific set of random numbers. The term seed I believe does come from a plant's seed. The same set of random numbers will always "grow" from the same seed.

    Permutation - "In mathematics, permutation is the act of arranging the members of a set into a sequence or order"

    In construct, a permutation table is a randomized set of numbers that are saved and can be referenced at a later time.

    Threshold - "Minimum or maximum value (established for an attribute, characteristic, or parameter)"

    Generally speaking, this is a cutoff value at which something takes effect.

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  • I don't believe the turret behavior has a way to exclude specific instances of objects.

    You should probably work at recreating a similar result with events, which you will have much more control over.