oosyrag's Forum Posts

  • Start fade

  • Your client is not using this software, so however much money they make off of it is probably irrelevant. I might be wrong though, and I don't speak for Scirra so I'm probably stepping into territory I don't belong in. It would probably be best to direct your specific question to if you really absolutely need it answered.

    Regardless.... this type of question is usually asked by people who want to cheat the system and/or not pay the difference to upgrade...

    If you're worried about feeling like you're cheating the system because your client made a million dollars, maybe you could just charge more so that you can afford the upgrade

  • Your wait time is 0. You can set the fade behavior active or inactive. As long as it is inactive it will not fade. (Use the start fade action)

  • I read it as how much money do you make off it it...

    It's more like an extremely generous and lenient licensing system by Scirra, as they trust in you to honor their system. If you have made $5000 with it, a one time $300 upgrade should not be outside of your ability.

  • No.

    Text is rendered into the in game engine.

    Textinput/textbox ect are html form elements that float over the canvas.

  • There is a lot going on with the SMW camera (that's why it's design is so good, and hence the video).

    To start, you can use an invisible helper "camera" sprite with the scroll to behavior (I'm guessing you already have this part).

    After that, it is just a matter of setting target positions relative to the player sprite. You might want to make use of the lighttween or moveto plugins. A simple lerp over time should do fine as well, as long as you use it properly.

    To move over time at a constant rate without plugins, do not lerp using a dynamic origin based on the position of the sprite:

    You'll need a set of variables to store the originx and originy when you change states (facing left, facing right, flying, swimming ect.). I recommend using a second invisible sprite as the "target". The target does not move over time, it is positioned instantly and is always a set distance away from the player depending on the current state .

    Use a timer behavior to determine how long you want it to take the camera to get to the target position. This timer will be triggered upon changing states.

    Then you will lerp(originx, targetx, object.timer.CurrentTime/object.timer.Duration) and likewise for y.

    Upon the timer expiring (onTimer condition), you can simply pin or set the camera position to the target position.

  • Also keep in mind just because something has a certain number of votes doesn't necessarily mean they will (or won't) see it or work on it. While more popular ideas get more immediate visibility, I would not be surprised if the Scirra team actually does at least read every single suggestion. The ones with fewer votes are less likely to be responded to is all. If it is a good suggestion, I'm sure they take it into account.

    The unixtime suggestion had like 10 votes and it got implemented very quickly (due to simplicity). On the other hand, the cloud/realtime collaborative editing feature has 100 votes and just isn't going to be done.

    Rather than worrying about the number of votes, quality of suggestions is probably more important. If you feel a particular suggestion isn't getting enough attention, they do not discourage bringing it up on the forums for discussion either.

    PS. Also remember the suggestion forum isn't really for the users, it is a tool for the developers.

  • Alternatively you can use the custom movement behavior's "push out solids" action, although the usage is a little situational.

  • What leader board service are you using?

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  • You need to create an event to describe what happens when they collide.

    You should really follow the beginners tutorial before trying to make your own game.

    https://www.scirra.com/tutorials/37/beg ... onstruct-2

  • Try using a bullet behaviour for your ball instead of 8 direction. Normally the bullet speed will be 0.

    Since you already have set up your player to move around, you can add an event to happen when your player collides with the ball. Experiment a bit to see if you can get the ball moving.

  • It is called host migration, and it is not a built-in feature of the multiplayer plugin. I do not know if it is technically possible even.

    Theoretically the peers will need to elect a new host who then rebuilds the game state from their own version of the game. First you will need a method for the peers to find each other again after the host leaves. You will also need to keep sufficient data on each peer to recreate an authoritative game state.

  • Didn't Apple add webrtc support in ios11?

    Haven't tried mobile multiplayer.

  • Also make use of the persist behaviour.