oosyrag's Forum Posts

  • Maybe try a different approach? You can add a "z" instance variable (and a "depth" variable) to each object to base calculations off of.

    Using an array in this manner doesn't seem very suitable.

  • I can imagine using the invisible sprite to set a state flag that determines which side you're approaching from upon colliding with it.

    How exactly do you want the player to behave if approaching from the top? I'm assuming this is a platformer. If you land on the block from above does the player get shifted to align with the block, stuck in place where they land, or not stuck until they try to walk past the middle? Or does the block freeze them in the air if they try to jump over it?

  • The problem is your player sprite does not necessarily move 1 pixel at a time, so it is hard to get that sort of precision. The solution is to add an action to move back to where it should be on the same tick that it passes beyond where you want it to be. As long as it is in the same tick, you shouldn't visually see the player ever going past the stopping point to begin with.

  • What is your tilemap supposed to look like?

  • For each XYZ

    System compare two values array.curvalue=1

    You can then get the coordinates with the Array.curX, array.curY, and array.curZ expressions. Save them to a variable, or push the coordinates into another array if you expect to have multiple locations that have the value 1.

  • If you're looking to use it for randomization purposes, you can't use choose() for a variable set of numbers. You would want to use floor(random(0,ChosenNumber).

    For all other purposes, use a counter or reverse counter in a loop, where the number of repetitions is your chosen number. If you really need to, you can take the additional step of pushing each consecutive number to an array, although this should be necessary.

  • With that amount of slots and stats, it makes more sense to use a single array to keep track of each slots' stats seperately. Each x column can represent one stat, and each y row can be an equipment slot. Then with all the data available to you at any given time, you can apply the numbers however you like, and they are easily replaceable.

  • I'm not sure about the specifics on how syncing is handled across layouts (you probably do not want to use the built in sync if you're making an mmo anyway) , but I do know that messages can be sent from different layouts without any issue. So your host doesn't need to change layouts at all.

  • One method would keep two separate stats for the player - base stats and equipment stats. Then you can just replace the equipment stat if you get new equipment. Any calculations done would simply add them together. This gives you more fine control over what stats are additive and multiplicative as well. However, this can be harder to implement if you have a lot of equipment categories modifying the same stats. You only have to do it once to set up the system though, and it should be flexible.

    An alternative is to subtract out the stats when you unequip as you mentioned, but to me that method raises immediate concerns about possible number bugs/mistakes that can be cumulative. Also if you have any stat modifiers more complex than straight addition and subtraction you will need to work backwards for those too.

  • You have a server run the host instance permanently, while having a client version that will refuse to connect without a host already present.

    The host does not necessarily have to be a player.

  • What exactly did you do with pick Nth instance? It should work.

    Object On Clicked

    Pick Nth Instance - 0

    Should leave you with only one instance picked, which you can then destroy.

  • In the expression, swap test1 and test2. The visible text on your layout should start empty.

  • Textured floor I would imagine using a mode 7 plugin would be easiest. I think I saw one floating around but I'm not sure. Otherwise, you could just build it out of overlapping pieces, I think that is how it is done in your example.

  • The expression you are using says take however long your text currently is, and display one more character. This will happen every 0.2 seconds.

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  • Basically I would simulate a Z depth for every object with an instance variable that starts at 0 (farthest away) and gradually increases. This Z would be used as a multiplier for size so it looks like objects get bigger as they get closer to you, as well as a modifier for position. It would also be used to set conditions for collisions, such as if the player and object are around the same depth.

    Sorry I don't have an example or actual numbers, the math is beyond me to put together quickly.