oosyrag's Forum Posts

  • 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
    
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  • 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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  • 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.

  • 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.