oosyrag's Forum Posts

  • Here's how I would approach this - https://www.dropbox.com/s/tro6kj5txzeeb ... s.PNG?dl=0

    There are a few prerequisites:

    You're going to need to manually crop out each area to be colored individually, and import them all and line them up together.

    Each "coloring block" and "coloring area" needs to have its own layer with the "Force own texture" layer property set.

    The color picker is actually just an illusion, its not really unlimited - you can import as many colors into your color block sprite as you can handle (128 would probably give a suitable illusion that it is "unlimited"). I'm pretty sure the link you sent me doesn't have truly unlimited colors either. You can probably get away with just 64 and no one would be able to tell. Seems tedious to set up that many frames, but you only have to do it one time. (Making 12 took me about one minute).

  • Hm welp my experiment to create a set of distance joints across a series of sprites with immovable drag and drop behaviored sprites at each end did not go well =[ Sorry!

  • Physics/gravity chain?

  • Ok just to be clear you're trying to display a chat log, the data of which is stored in the array? I'd like to help you, but you still haven't provided either the source array/data or an example of how you want it to look (don't need your whole project). Can you take a screenshot of what your current solution outputs and looks like? And an example of the data you are importing to your array via AJAX?

    Any reason why your array is 150 specifically? Is that the maximum amount of lines you want to have displayed or history to be stored?

    Edit: Most of us use Dropbox to upload and share files. Or Google Drive.

  • https://www.dropbox.com/s/7tzan36yhnpjg ... .capx?dl=0

    There are two layouts with the two ways I mentioned to handle it.

  • Picking a color is no problem, as long as it is a limited set of colors. Animation frames could take care of that

    How do you plan on applying the colors, or rather the actual coloring part? That is going to be the harder. Although I do have some ideas with blend modes... It depends on how complex the areas you will be filling will be. How many pieces/areas to color per picture? How many pictures are you planning on creating?

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  • Using invisible sprites to represent hit boxes is very standard traditionally, and flexible to boot.

    Regarding your specific problem - Utilize imagepoints. Every tick set colission object to "joint" imagepoint, set angle towards "tip" imagepoint. Or use pin-to-imagepoint plugin.

    Using invisible sprite objects gives you much more control over them from the event sheet, without any additional syntax fiddliness that comes with having to describe collission boxes within an object - which collission box? How many points? Which point? Angle/Size? All of these are already described and accessible with existing systems in the sprite object.

    Extra huge bonus: using invisble sprites allows the "hitbox" to extend past the boundaries of the original sprite.

  • Do you mean as part of your game or as part of the construct interface?

    You should be able to create this with the paster plugin by R0J0hound.

  • This would be a nice feature that shouldn't be too difficult to add. You may want to post on the suggestions platform.

    I'm going to think this falls under the "there are more important things to add" category though, so don't hold your breath.

  • I also ran into the browser blocked copying issue. Found the alternatives, but it was definitely jarring and left a bad impression in terms of user experience and reinforced the negative perception of browser environments.

    • Post link icon

    The new platform is not going to get the benefits the forum offers for exploring what the suggestions would entail.

    Maybe a suggestions forum here could clear up the clutter from the general forums, and offer a place for users to discuss and refine ideas before posting them to the suggestions page. It would also help to organize votes.

    The biggest benefit to the suggestions page is it allows sorting by popularity and rank, which isn't always immediately clear on the forums. It also allows them to tag, track, and respond to ideas as a whole rather than individual posters.

    It would be nice if there was a way to archive suggestions that have been tagged/responded to and refund votes. But then it would be hard to see the relative popularity of the archived suggestions. On the other hand, the way it is now earlier suggestions have a disproportionate advantage over new suggestions. Maybe logging how many votes a suggestion had at the time of archival would be of use.

    Overall, it honestly it's just a distraction and additional work to moderate for them really. Feature creep by developers is already a big problem, feature creep by users is a disaster. It's a nice gesture to show Scirra cares about is users, but that can also backfire if those suggestions don't get acted upon for long periods of time. Hopefully the disclaimer is effective.

  • 1. Tags are used to organize and specify in case multiple requests are made. They are not strictly necessary, but it is good practice to use descriptive tags. (If you're only making one request, you don't need tags. If you make a lot of requests, you definitely need them to sort things out)

    2. AJAX requests are asynchronous - they are not instantaneous, and there is no way to know when you're going to get the data after you request it. So there is a trigger for AJAX On Completed, where AJAX.lastdata holds whatever information you requested.

    Why do you need AJAX? Because the XML plugin has no way of getting the data from a project file - you need AJAX to do so. When you use "Load XML", you're putting the data you retreived from the project file via AJAX into the XML object.

    3. This is the typewriter function. This is source, or whole text - xml.StringValue("/chapter1/hint/text()"). len(Text.Text)+1 is how long Text currently is (starts at 0) and adds 1. The left(a,b) expression that wraps the whole thing means take the "b" number of leftmost characters of source "a"

    4. Not that I know of.

    5. len(Text.Text) How many characters the Text object is currently displaying. len(xml...) is how many characters the source text is. When they equal each other, that means what you are displaying is the entirety of the source text, and therefore there is no need to continue adding one character to display.

  • The developers for Towerfall specifically decided not to do online multiplayer for exactly the reasons you specified. It would be too difficult to account for lag in that system, so they opted for local only.

    However, there are games like Street Fighter IV with highly optimized netcode for their specific engine that allows for frame dependant game play (mostly simulated latency to buffer any jitter)

  • Do you mean swatches? This is a new feature in the upcoming Construct 3, which you can try right now for free at

  • I think adsense would go in the html page itself rather than your project. If your host doesn't let you modify the page, you might not be able to use adsense.