oosyrag's Forum Posts

  • Suggestion: Post a capx example of what you have so we can see how you implemented your drag and drop. Without this, we can provide suggestions but they may not even be applicable to your situation.

    Also what do you mean in number 1? Do you want the object to snap to a target?

  • Wrapped container transformations are a nice new feature, but it might be useful to have an easier way to unwrap or select individual pieces again. If the project is of any significant size, it becomes more difficult to locate the individual sprites in the project bar to manipulate them.

    When the container is "wrap" or "all" selected, the first place I look to is in the properties bar, but there is nothing of help there currently. I imagine maybe a list of objects in the container and the "Select mode" options would be welcome there, or perhaps all of the container sub properties as well.

  • I believe you want Destination Out on your "window", which should be on top of your tiled background. If you're having trouble, try isolating those two objects on a layer and use the "Force own texture" property on that layer.

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  • And generally speaking if you're really worried about performance and the pet is cosmetic, it is probably perfectly acceptable for it to clip through walls and head straight for the player. The chances that this would occur should be relatively rare if you keep the leash distance short.

  • There are tons of ways to implement it, but the first way that comes to mind for me is to use a trigger for pathfinding. If pet > certain distance from player, pathfind to player location, trigger once while true, only if not currently moving/pathfinding. On pathfinding complete, check again if in range of player or not. This way pathfinding only runs once when you get out of range, and only again if it reaches its destination and is still out of range. This would work best if you used a slight random offset from player as the target, or a larger cell size.

  • Yes, you can use the text append action for utilization in a loop, where you use loopindex in place of your array.at y value.

    Edit: with the condition that the current value is not 0.

  • Thanks newt.

    Seems like it would be a good idea not to require users to be on a beta/unstable release just to use C3...

  • For each X: Set text to "array.at(array.curx,0)& array.at(array.curx,1)"

  • I only see chrome 56 in the play store, but C3 requires 57. Is it just me/my android version? Running cyanogen. Sorry if this has been brought up before, I haven't been looking through all threads in this forum.

    Edit:56, not 36

  • Use a GAMESTATE global variable - 0 is normal, 1 is pause. Have your trigger function set GAMESTATE to 1

    Have a separate counter event.

    If GAMESTATE is 1

    Every X seconds - Do Countdown

    -- Cooldown < 1 - Set GAMESTATE 0

    Edit: Didn't see mpplant already replied. Yeah basically what he said

  • Your every x seconds is a sub event of a triggered event, which only fires once every time the function is called.

    (On function only lasts for one tick)

  • I don't believe NW.js works for Android.

  • Basic % chance logic - roll 100, compare results

    On Trigger

    Set RollVariable to random(100)

    If RollVariable comparison 1 is true, do something

    Else If RollVariable comparison 2 is true, do something

    ect.

    For your comparison conditions, you can compare to another variable, which can be changed as you dictate

    For example, if you want a decreasing trigger chance -

    TriggerChanceVariable = 25

    If RollVariable <= TriggerChanceVariable - Subtract 1.25 from TriggerChanceVariable

    Else - Set TriggerChanceVariable to 25, subtract 1 bullet

  • This would be a nice improvement. In C2, it was pretty much always better to just make your own particle system (which allowed for random, animated, rotated, et al. particles).

  • It's really cool, where does it come from?

    Is it an auto-tiling bitwise based method?!

    The tiles are not neighbor aware - its just clever graphic design. You can clearly see the corner/edge seam if you look for it.

    Can do this in Construct with 9-patch with edges/fill set to tiled. Rotation on 9-patch was something asked for in C2 a long long time ago though...