oosyrag's Forum Posts

  • Even if you send a no-cors request, an opaque response cannot be read or accessed by JavaScript.

    This is normal behavior, basically one use case is to prevent hot-linking to resources that are not yours (stealing bandwidth). Either you have access to the server/domain where the resource is hosted and configure it to allow cors, or you'll need a copy of the resource on the same domain as your game/app so then cors is not necessary at all.

  • Use the browser objects "On Suspend" and "On Resume" triggers to keep track of how much either unixtime or wallclocktime has elapsed, and then adjust your game state based on that time.

  • CORS needs to be set up on the server you are requesting data from, not from the construct app or the domain hosting the construct app. It is set in the hosting server's configuration files.

  • Tile sizes can't be changed with actions, although the width and height of the entire tilemap can change.

    If you want different "resolutions" of tilemaps, one way is to have multiple tilemaps with different tile sizes layered on top of each other and only display the relevant one at any given time.

  • https://www.scirra.com/manual/85/layers

    See Global Layers section

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  • Any loop event will complete in the same frame it is run.

    If you want to run a loop over time, use every x seconds (or every tick), and an incrementing counter to keep track of how many times to loop.

    For example,

    Every 0.1 seconds

    countervariable < x

    -> Do looped action

    -> Add one to countervariable

    You can combine this with smaller loops as well, to break up a larger loop into smaller ones in succession.

  • If your background image origin point is in the center, you'll need your background to be 2 times the window width. You currently set it to equal window width on start of layout.

  • Link to your suggestion for votes - https://construct3.ideas.aha.io/ideas/C3-I-35

  • The simplest way involves using a small invisible sprite at the base of the tree with collisions enabled. The tree is just a visual placeholder. You can use the system sort Z order by the player and tree's y values.

  • There are many keyboards available to download for android, this would most likely best be served by the user picking and using their own preferred keyboard. If Scirra decides to program one in, what will work for one user may not be liked by another.

    The back button problem renders mobile editing absolutely unusable, at least for me. There is no way I'm getting anywhere without eventually accidentally hitting the back button and instantly losing all unsaved progress.

  • https://www.scirra.com/manual/133/common-expressions

    You're looking for the bounding box expressions?

  • Set a TargetAngle variable instead of the actual angle.

    Then have the bullet rotate towards TargetAngle.

  • Check this out.

    https://www.scirra.com/tutorials/902/li ... raycasting

    You can run a raycasting function on collision. Depending on the shape of the objects colliding, hopefully you can get a good effect.

  • In case you haven't read it already, there are some tips here https://www.scirra.com/blog/112/remembe ... our-memory

    On the other hand, even mobile devices today have upwards of 1g+ memory for you to utilize (although generally you don't want to get anywhere near the limits).

    The biggest tool we have to manage memory is via layouts - images are loaded into memory only for layouts they are used in.

  • Outside of what is stated in the manual, can't help without seeing an example of what you've done. It works fine for me.

    [quote:18g19nlv]Penumbra rendering only works in WebGL mode - in canvas2d mode it will revert to a radius of 0 with hard-edged shadows.

    The shadow casters can only use convex collision polygons. Shadows will not render correctly if they use concave polygons. If you need a concave shape, this can always be achieved by placing multiple shadow caster objects next to each other to compose a concave shape out of convex parts.

    Antumbras (beyond where the umbra converges to a point) are not rendered. To avoid the umbra converging to a point on-screen, avoid using shadow casters smaller than the light radius. Stick to large shadow casters and a small light radius.

    When using a light radius, avoid placing the light very close to or directly over a shadow caster. Shadows can fail to render correctly in these circumstances.

    Maybe you need a bigger light radius?