oosyrag's Forum Posts

  • 1. Make sure your hud layer is parallax 0,0

    2. Make sure your text object is being created on your hud layer

    3. Make sure your viewport expression references the correct layer

  • Without seeing an example of your situation, it is hard to tell you what went wrong, but here is a bare bones example of what I am guessing you are trying to do.

    https://www.dropbox.com/s/4rw2x1tsvm3nz ... .capx?dl=0

  • Try (ViewportRight(0)-ViewportLeft(0))/2, (ViewportBottom(0)-ViewportTop(0))/2, where (0) is replaced by your background layer.

    Although... the position shouldn't actually change even if you resize your window if you are using fullscreen in browser scaling, while parallax 0 takes care of in game scrolling.

  • Not fully understanding your issue, but try using an invisible helper object with the sine behavior/motion size you want, and pin the full size object to it.

  • https://www.dropbox.com/s/zlwgowk8mny96 ... .capx?dl=0

    Seemed like a quick fun exercise. I started running into some issues though, so I didn't finish.

    PS - 7s seem particularly interesting to work with, I'll be filing that away for future use myself <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • Look into the top down space shooter example that comes with C2, in the "new project" dialogue. It has many concepts which will be of use to you.

    After that, ask again if you have any specific mechanics you need help with, preferably after you have made an attempt yourself and have an example .capx to show, which would let you get help more quickly.

  • C2 does not support vector graphics by default. Although there is nothing stopping you from just using multiple text objects with webfonts and rotating/arranging them as you please.

    You might be able to do something with the Canvas or Paster plugins by rojohound as well.

  • This is probably due to your player sprite having a scroll to behavior on by default.

    Have it disabled by default, and enable it only on the sprite that is assigned to the respective peer.

  • Any reason why "invoke download" in the browser object won't work for you?

    There may be security issues preventing you from writing executable files directly to someone's drive through nw.js

  • Gestures are not the most precise methods of input detection.

    Try using the "is touching" condition instead and see how that goes.

  • Upon spawning, you can set a variable to the UID of the spawned/spawner object. Then use that UID as a condition to do whatever you want to do.

  • I see, sorry I don't have experience with it as an apk. The first thing I would try is to scroll any activated text box to the top of the screen immediately, regardless of how much screen is left visible.

  • have a capx with the issue isolated?

  • I see. Maybe you can try adding an additional event with Pathfinding - On Arrived to snap to your target.

    Another approach I would try if you need clear steps on your grid during the movement is to set up your own custom movement. Use the pathfinding node expressions to pull out the path the behavior found (maybe into an array), and translate the coordinates to snap to your own grid size (by rounding). Then with the custom movement behavior, set the desired step size (to your grid) and move towards each waypoint/node in succession.