oosyrag's Forum Posts

  • Pin two helper objects on either side of your camera object at the left and right edges of your viewport. Where your camera goes, these boundary objects will go too, and make them solid so your player can't go through them.

  • There are two main ways to set up this sort of game, and the answer kind of depends on which method you use.

    a. Is the entire level created ahead of time and you're actively scrolling and moving through it? There are a few ways you can keep the UI in place, including the viewport expressions, anchor behavior, and layer parallax. Using the same idea of holding your UI in place, you can also place invisible helper sprites that define the edges of your screen. Those would be solid to prevent your character from moving through them, or maybe push out solids using custom movement with the character having the solid behavior.

    b. Does the character and viewport actually stay still and the objects/stage generated off the edge of the viewport and move past the character? See the space shooter template for this type of setup, I'd recommend this if you're trying to emulate Balloon Trip.

  • Assuming you are using an array to represent if block positions are filled or empty, loop through your array one row at a time. The condition would be that every spot in that row has to be filled, and the action would be to delete that row and move everything above it down one.

    The trigger to run this check should happen only when next block is spawned, using whatever logic you have in place to determine the previous block has been placed. This way rows won't get deleted as blocks pass by and "complete" rows.

  • Glad it was useful for you!

    Just as a disclaimer there are actually many different ways to format .csv, many programs output it differently. The example I made targets one specific way that .csv can be outputted, and is not universal.

  • Your layout is not linked to your event sheet.

    Select the layout, then in layout properties set "Event sheet" to Event sheet 1.

  • Your blood sprite should be spawned based on your sword's position rather than the boss. To be more accurate, you can pin multiple invisible helper sprites along the hitbox of the sword. Upon a hit, pick all the helper sprites that are overlapping the boss, and then pick the nearest one to the player, and use that position to spawn your blood animation.

  • The C2 manual was available as a PDF. I'd say 95% of it is still relevant to C3. (Edit: it was a single html file - scirra.com/manual.zip)

    I'd like to chime in and request it to be downloaded as a local html document as well though! Navigating the PDF was kinda a pain - having navigation links in a side bar and formatting like it is online would be nice.

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  • Try the Job Offers and Team Requests forums - construct.net/en/forum/game-development/job-offers-and-team-requests-28

    The Discord channels may be better for more immediate personalized help and support. There are also many complete solutions with examples in the tutorials section.

    My assumption is that beginners should experiment and try to work through problems so that they can gain an understanding of the thought process behind the solution. Other things that often happen include questions that aren't specific enough, or multiple ways to approach a problem but without context, which is why a "complete" solution might not be immediately available.

    I find it kinda weird that students are expected hire a professional or a freelancer to do their class work? Or maybe that's just me.

  • There are ways to disable right click via javascript.

  • Looks like a fixed path. You can do this with waypoints. When you tap, you move towards the next waypoint, and you can assign current and next waypoints based on vertical position.

  • You can. Sort by Y works fine for me.

    Try using text objects in your project to visualize/debug the array, the array data in the debugger can be hard to read.

  • Put the Enemy object into a Family.

    Enemy behaviors - Solid, Custom Movement

    On Enemy overlap Family - Enemy, Custom Movement, Push out solids.

  • If the peer position bounces back to the original position, that means that the host either not receiving the peer inputs or not properly applying the peer's inputs to movement.

    The host is authoritative - if the peer events move an object but the host does not, the host will correct the peer.

  • I keep saying that MoveTo is not the same as tweening, but Ashely won't listen.. These two behaviors look similar, but serve different purposes.

    With tween you can't make an object to accelerate to max speed, move at constant speed for some time and then decelerate to zero and stop. Yes, you can use one of the "In-Out" functions or linear, but this will not be same.

    MoveTo can change direction and continue moving at the same speed to a new position. Tween can't do this.

    Tween can't be stopped by solids.

    With MoveTo you don't have to care about the time - you tell the sprite to move to a position and that's it, it will arrive when it will arrive. With tweening you need to calculate the duration, which depends on the distance, approximate speed and chosen function.

    The list goes on...

    What would the differences between moveto and bullet be (I haven't used moveto)? Sounds the main addition would be setting a target destination and rounding/truncating the last step for precise movement. Maybe adding this functionality to the bullet behavior would be good?