oosyrag's Forum Posts

  • You are using on overlapping. If you persist, it saves the location so once you go back to your first layout, you are still overlapping.

    Change it to on collide instead, with Trigger Once.

  • Can't help without seeing your project event sheet.

  • Do you mean you want him to be back at the same spot when you return to the layout a second time? Then you want to add the "persist" behavior.

  • Sorry having a little trouble understanding because of translation I think.

    Do you have the "Scroll To" behavior on the player?

    When you change layout, you'll have to position the player where you want with an On Start Of Layout event.

  • I'm a little confused about what exactly your question is...

    Construct doesn't care what order the data is returned in.

    As long as the triggering event On Completed with a tag is run, within that event, AJAX.lastdata will give you the data from that specific tag's request. It doesn't matter if it comes back before, after, or at the same time as another AJAX request.

    Basically, you should never use AJAX.lastdata outside of an AJAX On Completed event. If you need to get it later, save it to an array or variable of your choosing.

  • AJAX requests can be tagged to identify the request. Then in the OnCompleted with that particular tag, the LastData will be for that specific request only.

    So basically the tag you are looking for is by event, in the AJAX On Completed condition.

  • You don't necessarily even need a global variable. Assuming one group starts out active and the other starts out inactive and you only have 2 player groups.

    On Switch Player Trigger -

    -> System: Set group "Player1Group" Toggle active

    -> System: Set group "Player2Group" Toggle active

  • Save and localstorage are both stored in the end user's local browser cache.

    If you're interested in cloud saving with a third party API (for example to access your save from multiple computers), you'll need to use a specific plugin for whatever service you are using.

  • Try using the Global property set to Yes.

    Global

    By default, all instances are destroyed when the layout ends (e.g. when going to the next layout). If Global is Yes, none of the instances of this object type will be destroyed when switching layouts.

    Use on start of layout to adjust position if needed.

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  • If you found another post, you can try to ping the original poster to update the sharing on dropbox. There was a change earlier this year that broke links, but the files are still there.

    In your example, the problem is that the player moves with the platform when you change the platform's position (the player gets shifted 800px to the right, off the screen.

    You can set player's position to self.x-800 (or -801? to compensate for your other events) in the same action when you reset the platform position. You'll also want to add a System-Wait 0 seconds action at the start of this event to prevent blinking.

  • Construct supports advanced audio feature such as the doppler effect, but not all browsers might.

    It doesn't matter if your mines don't move, as your ship does, and the effect is calculated by the change in distance between the objects.

    See the manual page for more information. https://www.scirra.com/manual/109/audio

  • When you destroy an object, save its properties (position, size, frame data, ect) via array or a helper object. Then when you create it again set all the properties to when it was destroyed.

    Alternatively, instead of destroying the object in the first place, just make it invisible.

  • Yellow block -> Set angle towards greenblock. Move Forward.

  • Looks like a bug. The blue outline should be lined up with the red/yellow corner boxes. Have you tried resizing the window? Or maybe just rebooting.

  • Agreed it isn't recommended, but it is possibly workable. Most MMO's were hardly truly real time anyway, there was a lot of fudging going on.

    You can still get 6 states out of a single byte character rather than 8 with little work. The overhead of messages will always be a problem though, so you still have to weigh what data to transfer carefully.

    Anyways it would basically be pretty far outside the scope of a beginner, considering a normal multiplayer game is difficult enough to make properly as it is. Just throwing some ideas out as possible workarounds in case anyone really wants to do this with the capabilities we currently have. The general feeling I got was that there would be no more work done in terms of the multiplayer plugin, regardless of a new runtime in C3, so I'm not holding my breath.

    I also had some crazy ideas involving separate zones/hosts with agents dedicated to popping in and out of each server in succession to pass low priority data.