oosyrag's Forum Posts

  • softwareengineering.stackexchange.com/questions/86863/how-are-minimum-system-requirements-determined

    Alternatively, find a game similar to yours and copy their requirements.

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  • dropbox.com/s/utr7vnkx9ldzzdx/dramaticzoomexample.capx

    When doing actions over time, use a timer behavior. For smooth motion, you want to use lerp.

    Construct 3 has a new Tween plugin that makes this sort of action easier to accomplish.

    What I'm doing here is using lerp between two points, using the time elapsed over total time as my progress amount.

    If you want the effect to happen before the object actually collides, you can use an invisible helper object that is pinned ahead of the bullet to trigger the effect instead.

  • You set the animation to the message contents, but then immediately change it back to whatever Self.Ani is.

  • The end trigger does work. Did you check the example?

  • Works as you expect. See example dropbox.com/s/o6zzm9z5hmhfez2/elseexample.c3p

    Check each set of your actions to see if they behave as you want them to.

  • Thanks, didn't know there was a bug tracker for the website. The issue seems to have resolved itself though.

  • > What do you need to do with moveto?

    Move player invisible to X,Y position (multiple times when playing the game) and when player arrived the player becomes visible again and platform behavior has to be set back on, but have try it with tween behavior but it works stupid, when almost arrived it takes forever before it's at X,Y and the on tween finished don't work at all.

    Piss me really off that so many customers want simple Go To behavior and that we just get ignored.

    Here is an example for you.

    dropbox.com/s/jx9kfl2pfohgx2x/tweenexample.c3p

    Tween does what you need to do, just named differently. There are some differences between rRx's move to plugin and the tween behavior, but none that would affect the majority of use cases for them.

    Perhaps you should spend less time being pissed off and complaining, and learn how to use what is available instead. Tween IS the simple go to behavior that many customers asked for. Not only did the developers address the community regarding this many times, they actually did make it, so saying you've been ignored is just absurd and ungrateful. Not the best approach when asking someone to do something for you.

  • What do you need to do with moveto?

  • Your message tags are different in these two events.

  • I seem to have a Store/Your licenses notification that won't go away. As far as I know nothing has changed recently regarding my license and I'm not sure how to get rid of it. Any remedy?

  • IIRC triggers don't necessarily follow the top to bottom flow of the event sheet. There is a possibility that the trigger for the timer ending might happen before the every tick event, setting the variable to 0, and then back to one in the same tick.

  • Check the following:

    Layout is linked to the proper event sheet

    Player sprite is created properly

    Markers are created properly

    Check visibiity of the player sprite (layers, zindex, visibility)

  • Use a timer behavior on your sprite. When you click it, start the timer. When the timer completes, destroy the object. If you let go of the mouse button or move off the object, stop the timer so it never completes.

    + Mouse: On Left button Clicked on Sprite
    -> Sprite: Start Timer "countdown" for 1.0 (Once)
    
    + Mouse: On Left button released
    + Sprite: Is Timer "countdown" running
    -> Sprite: Stop Timer "countdown"
    
    + Sprite: Is Timer "countdown" running
    + Mouse: [X] Cursor is over Sprite
    -> Sprite: Stop Timer "countdown"
    
    + Sprite: On Timer "countdown"
    -> Sprite: Destroy
    
  • My first approach would be to have all npcs created and handled by the host, with their own events. Copy whatever events you need to initialize them and set up their behaviors. Smart use of functions will allow some event logic to be used by both peers and hosts, but it's generally best to keep them separate.

    To answer your question specifically, you can set a flag/variable during an on peer connected event to signal that the peer object is being created for a player. Otherwise, you can use on peer object created (with the condition flag = false) to differentiate for npcs.

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