oosyrag's Forum Posts

  • For starters, if an object is created, it is already automatically picked for actions immediately following the creation of the object.

    Otherwise, if you need to pick an already created object, you can do it by IID or UID, which are values that can be passed as parameters.

  • That depends on how you set up your inventory in the first place, there are many different ways to do an inventory.

    If you have two instances inventory arrays, assuming you can already add and remove items, it would be as simple as removing from one and adding to the other. To pick the correct inventory to manipulate, you can utilize containers. This way your inventory array will be attached to a sprite or other object you can pick by mouse or touch.

  • agent11 is correct.

    In the event you need non-identical tiling or collisions, you should utilize a tilemap instead.

  • Free version workaround:

    Utilize a separate helper sprite with the same properties as your tiled background. Spawn the helper sprite as you would your grass - if it doesn't overlap a grass, place the actual grass tiled background object. If it is overlapping, then skip that step and move on to the next. Delete the helper sprite afterwards (or just move it to the next position).

  • You need to change the game name and/or instance name to be unique. The signalling server has nothing to do with that.

  • You'll want to utilize families.

    Put your tiled background into a family. Then you can use If tiledbackground overlaps family, destroy tiledbackground and it should only destroy tiledbackgrounds that are overlapping.

  • + On Start Layout

    + For "loopx" from 0 to layoutwidth/32

    + For "loopy" from 0 to layoutheight/32

    • Create sprite at loopindex("loopx")*32,loopindex("loopy")*32

    Assuming your origin is top left of sprite. If you want it center, you'll need to add sprite.width/2 and sprite.height/2 to offset the respective x and y values

  • Scirra provides a signalling SERVICE. This is used to connect peers to each other. As the multiplayer plugin utilizes peer to peer networking, the first peer to connect to a game becomes the host, and that is your "server".

    To control who connects to your game, you will want to use a unique Game Instance name. Then only people running the same game will be able to join.

    You should read, follow, recreate, and understand all of the multiplayer tutorials before trying to make a multiplayer game to avoid running into significant difficulties down the road. Good luck.

  • You only need about 10 particles for firing and for each impact. This should be negligible in terms of performance.

  • I don't have any experience with that.

    Just a shot in the dark, haven't tried this, but you might be able to use window.location.href in an Browser.ExecJS expression.

  • Use the Browser object's URL expression. (Browser.URL)

    https://www.scirra.com/manual/110/browser

  • 1. Precise change over time: Use the timer behavior and lerp.

    On collision - start timer for 5 seconds

    Timer is running - Set value to lerp(0,100,Self.Timer.CurrentTime/Self.Timer.Duration)

    On Timer - Set value to 100

    2. a. You can use the "Wait" action to delay following actions

    On collision - Set Variable to 8, Wait 3, Set variable to 10

    b. Or you can use a timer behavior once again, and On Timer set value to 10

    On collision - Set Variable to 8, Start timer for 3 seconds

    On Timer - Set Variable to 10

  • Ok you'll want all your different sprites as animation frames of a single sprite object.

    For that sprite object, you want to add two instance variables: A numerical "Pair" variable, so you can determine which sprites are matches (each set of two should have a unique value greater than 0), and a "Selected" boolean, which you can toggle so you can't pick the same sprite twice.

    You'll also need a single global variable, to keep track of which "Pair" is currently of interest.

    Here are the events:

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  • The simple way, assuming your head is leaving behind "waypoints" to control the path, would be to create a segment every x seconds until you don't want to create segments anymore. Each segment individually moves to every waypoint in order.