oosyrag's Forum Posts

  • 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

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  • 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...

  • Without seeing your project, it is impossible to diagnose.

    Memory issues are first suspect, physics/collisions second, and too many pixels to fill on a draw call third (lots of layered/invisible sprites).

  • Check your debug event to make sure its accurate?

    You can make a quick test by changing the instance name to be sure everything is clear.

  • Yes multiplayer connections persist across layouts. I've modified the chat room example for users to be able to send messages from different layouts to each other.

    However, objects normally do not, and I have no idea how object syncing works when the host and peer are on different layouts. I assume you will need to work out how to handle re-association of objects to their correct peers upon changing layouts on your own. It may be simpler to have peers and hosts change layouts at the same time.

  • https://www.scirra.com/manual/126/system-expressions

    [quote:3nyqmvxc]lowercase(text)

    Convert the given text to all lowercase.

  • You need to pick the correct instance you want the event to take action on by specifying it in the conditions.

    In this case, your condition should be Sprite - compare instance variable - instancevariable = textbox.text.

  • The live preview is web based, but should be fine for testing. If you specifically want to test the Cordova export, you'll indeed need to export each time.

  • If you have trouble getting the correct bars again, you can always go into preferences and use the "reset all dialogues" button

  • Try lerping. lerp(a, b, x) Linear interpolation of a to b by x. Calculates a + x * (b - a).

    So a is your starting point, b is your target, and x is the amount between the two values (0-1 scale)

    For your case, object.angle is a, angle(object.x,object.y,mouse.x,mouse.y) is b, and you can choose anything between 0 and 1 which determines how much you want to move towards the target every tick.

    Note that this will never actually reach your target value unless you round() the value. And even then only when your c value is more than 0.5.