oosyrag's Forum Posts

  • 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.

  • 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.

  • Use bullet behavior, set speed to 0.

    On triggered event, Set Enemy Angle towards Player, Wait 2, Set bullet speed to x.

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  • Yes, possible, but the math involved could be quite difficult.

  • If you have conflicts, try implementing a scheduling system for your People objects so that only one gets a path each tick. This method along with your flag/state system should eliminate all conflicts.

    You can use a counter, and IID. For your action event -

    System pick Nth instance - PersonObject, InstanceCounter

    After your actions are run for that instance, Add 1 to instance counter. If instance counter = PersonObect.count, set InstanceCouter to 0. One action way to do this is Set InstanceCounter to InstanceCounter=PersonObject.Count?0:InstanceCounter+1

  • Your target/source text should be Test2, and your length should be based on your visible text Test, so you have those swapped. Also, your Test object needs to start out empty. That expression says set Text to whatever the length of Test was originally +1 character, so if your original text starts out already longer than your target text, you won't get the typewriter effect.

  • Use a global variable, or add the persist behavior to an object.

  • Array.At(Array.IndexOf("WeaponName"),1)

  • https://www.dropbox.com/s/mvv1sihhfe9mh ... .capx?dl=0

    As you can see there is work to be done regarding character spacing, but I did add in line breaks for you.

  • Sorry off topic, but this is the literally the greatest thing I've seen lately haha.