oosyrag's Forum Posts

  • Add a condition to the Touch - Is in touch event.

    System compare two values, ScrollX < 720.

    Then the event will no longer run if ScrollX is greater than 720.

  • [quote:wugmixu2]We want to help, but we're not here to make your game for you.

    Make an attempt yourself first. Provide a .capx of something you tried.

    Please allow 24 hours for a response.

    scirra.com/manual/178/shadow-light

    Check out the Shadow Light object - in C2 click "New project" and search for templates with the word "Shadow"

    If you try something and have a more specific question, ask then, otherwise there really isn't much to say besides what has already been said. The effect you are looking for can be done with the shadow light object and shadow caster behaviors.

  • http://www.clusterdb.com/mysql/mysql-cl ... th-node-js

    Setting up mysql cluster and nodejs is probably beyond the scope of these forums in case you wanted more detailed information, but mysql cluster has everything you need to interact with a sql database with javascript.

    Alternatively, the traditional model was to use server side php to interact with the sql database, with the client requesting json data via AJAX (PHP GET and POST).

  • Condition: player is moving fast.

    Action: set camera object position.

    You'll need to define the specifics.

  • That's a nice clean article, thanks!

  • Yes. You can save the dictionary as json to firebase, where any client can access the whole thing. You'll need to rebuild the list of keys after downloading to access it though.

    Yes to your second question as well. You can find out how on the manual page. https://www.scirra.com/manual/155/list

  • Is your text object on your layout large enough to fit the question? If the text does not fit in the text's size, it will not show up.

    Either that, or your text file is not formatted correctly. In a debug preview, can you confirm that the questions from the text file are loaded into the array correctly?

  • Set value.text to str(left(value.text,3)&"-"&right(value.text,len(value.text)-3))

  • I changed the condition to "on selection changed".

    If there is only one item in the list, it can't "change".

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If your trigger for calculating a new random target is reaching the destination, your npc will never get a new path if it never reaches its destination.

    Rather than pick a random x/y coordinate to path to, what you want is to pick a random VALID x/y to path to. There are a few ways to do this.

    You can put your target selection in a loop to repeat for a new target if the destination is not reachable.

    Or you can place a helper sprite with the custom movement behavior with push out solids-nearest set, and use that as your target for pathfinding.

  • After you export your game, you should get a few versions in folders for operating system type. Go into the folder of the correct OS and run the nw file.

  • I have no idea what you're trying to do with the first two events. CData2.json is an array asJSON, and you're trying to load it into a dictionary object.

    https://www.dropbox.com/s/4xm47y1ltmy59 ... .capx?dl=0

    Here is what is happening:

    Create a new list item with the inputted name (EntryName.Text).

    Select the new list item

    Create a dictionary key with the same name as the selected list item (List.SelectedText), with contents from textbox (TripReportTextBox.Text).

    You should probably familiarize yourself with how to use expressions. Everything you are trying to do is very clearly documented in the manual.

  • While I don't know the specifics, I'm pretty sure the tilemap at most generates a separate collision box for each tile, rather than having a single collision box for the entire map. With that said, according to the manual, there are optimizations built in already.

    [quote:3ji5sxww]The Tilemap object can optimise collision detection and rendering in a way that should scale well even with extremely large Tilemap objects.

    I believe there is also some built in collision culling based on distance as well.

    I can't say if it is better to have a visual tilemap with solid helper objects, but that is definitely a viable approach. I wouldn't worry about which way is better until you visibly notice performance issues using the tilemap as solids (more likely to happen if your tiles are itty bitty). Then it would be a simple matter to remove the behavior and collisions from the tilemap and place helper sprites instead. Start with using the tilemap's collisions because you are going to have to set up your tilemap regardless anyways.

  • The second question has to do with angles and Delta T.

    The character in the game is holding a flashlight. The angle of the flashlight follows the mouse cursor. It is currently set up where the base of the cone of light on every tick moves to the base of the flashlight, and its angle on every tick rotates towards the X and Y position on the mouse. This code does not use Delta T for the angle of the flashlight, so I'm afraid that on a slower computer the flashlight would rotate slower. What would be a better way to code the angle of light incorporating Delta T?

    How many degrees are you rotating towards the mouse every tick? If it was 1 degree, then you should use 60*dt degrees. Multiply or divide accordingly if it was not 1 degree.