oosyrag's Forum Posts

  • You probably have bullets being created every frame, or tick.

    Try adding an Every X Seconds condition to your bullet spawning event, or other condition to limit the rate that event fires.

    Remember the entire event sheet will run once per frame.

  • I think something got misunderstood here.

    This is as described in your image. The indicator is based on the x/y of the projectile, constrained to the viewport bounds. I think this isn't the end effect you are going for though...

    https://www.dropbox.com/s/xy8pszf48lqo8 ... .capx?dl=0

    If you want an indicator to show where the object is expected to enter the viewport based on angle of motion, you'll need to raycast and see where the ray intercepts the viewport bound and as 99instacesgo suggests. There are ways to do this without plugins as well, but it is an intermediate-advanced task. https://www.scirra.com/tutorials/902/li ... raycasting

  • Generally the safest way is to include your file as a project file in your capx.

    Otherwise you need to have the server your file is located on specifically set up to allow cross domain ajax requests. Which is exactly what the manual entry describes.

  • Check out the vertical space shooter example that comes with C2 too (when you go to new project), most people miss it.

  • So the problem is in event 8 - your peer is creating an object. Multiplayer sync only works from the host's point of view. Whatever is being created on the peer side does not sync to the host.

    The host should be responsible for creating the object when the peer joins. If synced, this will create the object on both the host and the peer. The peer then associates the object created as their own.

    This is described in more detail in the following:

    https://www.scirra.com/tutorials/915/mu ... ame/page-5

    https://www.scirra.com/tutorials/915/mu ... ame/page-6

    Sorry for being preachy, but I'm going to again highly recommend going through all the official multiplayer tutorials. The first one is full of concepts only yes, and it serves as a basis for understanding why the multiplayer plugin was set up the way it is. The following three are step by step tutorials that showcase and explain all the bare minimum building blocks of multiplayer games.

  • There are so many things that can go wrong with a multiplayer game it will be impossible to give you advice without a capx. It would also help if you linked the tutorial you are referencing.

    But first to confirm it's not a routing issue, are you testing locally with multiple browser windows or are you testing across a network?

    Also have you done all the official multiplayer tutorials and understood them? You will find it painfully difficult to progress otherwise.

  • When you export and minify, nothing should be readable.

  • Same thing. Set opacity to sprite.opacity-dt

    If you want to constrain it so it doesn't go negative, you would do max(0,sprite.opacity-dt)

    Alternatively, use the fade behavior.

  • At the very least, being able to copy/paste or export the event sheet in plain text is a feature I've been hoping for since I started using C2.

    Easy sharing pseudocode via IM, forums, or email were my main use cases. It could also be used to print.

    Having to screenshot, and upload and link just seemed really clunky to me. Similar for capx, and doesn't work when c2 not immediately available. Not to mention all the posing restrictions on new users on the forums.

    I can imagine how formatting may be difficult though. Representing the relation between the conditions, actions, and sub events is not easily done in plain text.

  • You'll need to assign controls based on a variable. The control will refer to the variable, which in turn will refer to the proper sprite to be controlled. Then you will be able to change the variable as needed.

  • There is a "preview effects" option somewhere, I forgot exactly where though, don't have c2 handy art the moment. It's either in the toolbars at the top or in the properties manager in the left.

  • The particle plugin has some limitations, it is recommended to do custom particles with every x seconds, and a set of actions utilizing the random() or chose()expressions to set properties for your particles utilizing the fade and bullet behaviors. You'll have much better control this way.

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  • Increment by dt every tick is a general answer.

    Set Sprite scale to 1+dt

    Set Sprite angle to Sprite.Angle+dt

    Use a multiplier of dt to change the rate.

  • While I haven't looked into it in depth, I see a wait in there. Waits in loops are a classic recipe to break everything.