oosyrag's Forum Posts

  • Add this event

    If hp.remaining=0

    Set hp.max to hp.max+10

    Set hp.remaining to hp.max

    Set width to hp.remainig/hp.max*bg.width

  • Are your post/request URLs online? If so, it is probably a cross-domain issue.

    [quote:2mg5dmmw]Making AJAX requests cross-domain or in preview

    By default, browsers block AJAX requests across domains. This means, for example, a game on scirra.com can request other pages on scirra.com, but cannot request pages on facebook.com. This is an important security feature of web browsers (it is not specific to Construct 2 or its AJAX object).

    Also, when previewing in Construct 2 the game runs on localhost. This counts as a different domain to the rest of the internet, so typically AJAX requests to any web page will fail during preview, unless the server explicitly allows cross-domain requests.

    If you want AJAX requests to your server to work from any domain, or in preview, you can configure it to send the following HTTP header:

    Access-Control-Allow-Origin: *

    This will enable AJAX requests from any domain, but you should still be aware of the possible security implications of this. For more information on cross-domain requests see HTTP access control on MDN.

    If it is a local post/request, check your file pathing.

    [quote:2mg5dmmw]Using file paths correctly

    Never hard-code paths (such as using an action to write to a fixed file path like "C:\MyGame\MyFile.txt"). This unfriendly to users, and is often perceived as unprofessional, untidy, or filling the user's system with junk. Not only that but in many cases it simply will not work, since not all users have permission to read or write to folders outside of their user directory.

    It is tempting to solve this by writing files to the application's folder. However this also may not work; on many versions of Windows, the Program Files folder requires administrator permission to write to, although you can read from it.

    The solution is to write to the user's folder, which you almost certainly have write permission for. This is provided by the UserFolder expression. The correct way to determine a file path in the user's folder is like this:

    NWjs.UserFolder & "myfile.txt"

    If you only need to read files, and don't need to write them, you can safely use the application folder (NWjs.AppFolder) instead.

  • I haven't tried this myself, but maybe keep track of WindowWidth and WindowHeight in variables, then scroll accordingly if they change.

    Or maybe enable the scroll-to behavior on your text box upon activating it.

  • Check your other thread, see if that answers your question. ref:

  • Use scale inner or scale outer instead of letterbox scale.

  • Made a health bar example for another thread. Is this perhaps what you are looking for?

  • https://www.dropbox.com/s/2kqyjcxe1dd67 ... .capx?dl=0

    I would appreciate if you made an attempt before asking me to make it for you, or at least ask about what you didn't understand.

  • I have no experience with the physics object myself, but the following seems relevant.

    [quote:3tk9cuv5]Create revolute joint

    Create limited revolute joint

    Hinge two physics objects together, so they can rotate freely as if connected by a pin. Limited revolute joints only allow rotation through a certain range of angles, like the clapper of a bell. An image point can also be specified to connect to a specific part of the object. Note that an image point of 0 specifies the center of gravity of the object - if you intend to connect to the object origin, use -1.

  • Any particular reason you aren't using the tilemap object?

  • Convert the health to a percentage of total, then multiply that with your desired life bar display width.

    CurrentHealth/TotalHealth*DisplayWidth

  • If it uses standard input drivers compatible with gamepad/xinput, no problem (unlikely). Otherwise, you will probably need a custom plugin to communicate with their API.

  • Basically, the key is keeping track of the "previous" position and comparing it to the "current" position. In the tutorial, the object being flicked is the "TouchFollowMe" object, which in your case would be your projectile (and your sprite would not be invisible). You also don't need the scrolling part, so you wouldn't be using the Scroll To behavior. You may or may not need the inertia, which can be modified by either changing or removing the lerp() function.

    An alternative solution still utilizes the start and end positions of a touch event, but you can simply store the origin coordinates in variables, then use the angle() and distance() expressions with your start and end coordinates to set the properties of your projectile.

  • Break down and make a list of exactly what "actions" (what) you want your boss to under what "conditions" (when). Sound familiar? Then make an event for each one, with those conditions and actions.

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  • The concept is here - https://www.scirra.com/tutorials/560/sw ... th-inertia. If you understand the concepts in the tutorial, it should be simple to apply to a projectile.

  • An example - https://www.dropbox.com/s/dzx2ycubr8wfl ... .capx?dl=0

    Here is a link to the system expressions for reference, in case you don't understand some of the expressions used - https://www.scirra.com/manual/126/system-expressions.