oosyrag's Forum Posts

  • Study the multiplayer tutorial. If you're going to try to make a multiplayer game without understanding how all of the multiplayer tutorials work, it will be very difficult to get anywhere. If you have a good grasp of the tutorials, you should be able to apply them to a simple platformer. Unfortunately, anything to do with multiplayer isn't going to be simple, and its hard to just take the example and change it if you aren't familiar with how it works.

    If you have gone through the entire tutorial, what have you tried so far? Here is a quick checklist off the top of my head. You could probably get more help if there was something specific you are stuck on and could ask about.

    Create the base game.

    Join a game/room/session via signalling service. Enable host events if first to join, else enable peer events.

    Host - Create, assign, and sync player objects as self/peers join. Receive inputs from players and apply to correct player objects.

    Peers - Send inputs to host. Apply same inputs to relevant assigned player object for local input prediction.

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  • You probably missed or changed something. Without seeing your version, it would be impossible to say.

  • Its not very clear from your description, but is there any reason you're using an intermediate instance variable to store the sprite angle to set the dash angle? I assume the bullet behavior speed is normally 0 or disabled outside of dashing, and dashing always happens towards the mouse. The problem might have to do with which the order in which you set the sprite angle, take that and save it to its instance variable, and have the bullet angle set towards the instance variable value every frame. The first frame upon dashing may not have received an updated angle until the following frame, which may cause some irregularities. Try simplifying it to only set the angle towards mouse position during the dash event - set bullet angle to "angle(sprite.x, sprite.y, mouse.x, mouse.y)". This expression gives you the angle between the sprite position and the mouse position.

  • https://www.scirra.com/tutorials/5005/m ... ing-lights

    [quote:1fgg8qfn]If you want them to show without lighting, you may need to have duplicate objects at the same position on one of these above layers. The underneath object exists solely to cast the shadow, then the object on top is for appearance.

    Or conversely, if you want something NOT to show, you should be able to hide them with a shadow caster object.

  • Basic idea:

    On Hit condition - EnemyObject move at angle angle(player.x,player.y,enemy.x,enemy.y) distance

    "angle(player.x,player.y,enemy.x,enemy.y)" gives you the angle between the player and enemy

    This results in the enemy sort of teleporting away from the player when it gets hit. For smoother motion over time, you'll want to use a bullet behavior on the enemy - set the angle away from the player with the angle expression as before, set a speed, and have that speed decay over time.

  • First you will need to build the game, to visualize the board, define the rules, and handle user input.

    Then you will need to create an AI algorithm, which generally involves calculating all possible moves in any given situation, and choosing the "best" one. Here is one guide: https://medium.freecodecamp.org/simple- ... 55a9266977

  • While I don't know the specifics, if I were to approach this problem with no previous knowledge, I would look into retrieving a directory listing via AJAX, then parsing it to determine the contents, then run a loop to load each file.

    The directory listing format and availability would be dependent on the web server software where the files are located.

  • If your multiplayer systems work on preview, they should work regardless of platform as they are based on WebRTC.

  • Use layers.

  • Add a condition in the event to upgrade the turret, where current gold must be greater than the cost of the action for it to run.

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  • A button is an HTML form element, so you'll need to set the size of the font with css. Alternatively, you can (recommended) create your own buttons with sprites or 9 patches with sprite fonts in a container.

  • About AJAX: "If you want AJAX requests to your server to work from any domain, or in preview, you can configure it to send the following HTTP header: Access-Control-Allow-Origin: * "

    This is a SERVER SIDE configuration, the server being the host of the file you are requesting from the client. It is configured in the HTTP server's configuration files, for example in Apache: https://stackoverflow.com/questions/291 ... in-apache2

  • For reference, you can do this without plugins via browser execjs expression: Browser.ExecJS("Date.now()")

    Also Construct 3 has the new "unixtime" system expression