oosyrag's Forum Posts

  • 1. Your first event is not picking any Flak objects in the conditions. All Flak objects will be destroyed if any of them are within 150 of rocket.

    2. In your loop, there are no Flaks to spawn shrapnel from because they all got destroyed in the previous event. In the same vein, you cannot set the properties of any shrapnel objects because none were created.

  • Use an instance variable to associate your object instances with a player number. In your control events, add conditions that pick which player number to apply actions to (object pick by compare instance variable).

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  • What device are you testing on?

    What kind of numbers do you get from the following performance tests?

    http://www.scirra.com/demos/c2/sbperftest/

    http://www.scirra.com/demos/c2/particles/

    http://www.scirra.com/demos/c2/renderperfgl/

    Is your device/browser webgl enabled?

  • You can put instances of the same object on multiple layers.

    Have the solid behavior on it, but in the event sheet on start of layout, you pick and set enabled or disabled for the proper instance of the tilemap object.

  • In that event - you wouldn't control the peer's mouse, but you would create a sprite to represent where the host's mouse is.

  • Try to avoid being too spartan regarding number of events - it generally has no discernible effect on performance, while usually having a clear effect on readability and coding time.

    Avoiding loops where they are not appropriate is a fair though.

  • Are you making duplicates of your tilemap object?

    You want to have a single tilemap object, and drag multiple instances to the layout view.

  • System spawn platform at choose(a,b,c), y - where a, b, and c are your x coordinates.

    Use a bullet behavior to scroll down.

    Check out the Vertical Space Shooter template that comes with construct.

  • I don't believe C2 allows you to take control of a client's system mouse.

  • First pick the highest, then save that value to another variable. Then in a sub event, pick all, then pick by conditions, and then you can use the saved value to compare against with a system - compare values.

  • Can you post a capx? Are you testing locally to rule out any network/routing issues?

  • So event number 9 is not running at all. Multiplayer.ListRoomCount cannot return a value until the room list has been received, but you call the request in that event. The second event will also never run because the request is never sent in the first place.

    Try using another trigger to first request the room list.

    Then, on room list received, repeat Multiplayer.ListroomCount times

    RoomList Append text Multiplayer.ListRoomName(loopindex) & " - "Multiplayer.ListRoomPeerCount(loopindex) & newline

  • The manual is pretty clear... Which part don't you get?

    You'll need an ”on room list" event, then you can get all the room information by expressions.

    [quote:3qv3qd8b]ListRoomCount

    After On room list, the number of rooms in the received list.

    ListRoomName(index)

    ListRoomPeerCount(index)

    ListRoomMaxPeerCount(index)

    ListRoomState(index)

    After On room list, retrieve information for a room at an index in the received list. The state can be one of "available", "locked" or "full".

    You can use a loop for loopindex from 0 to multiplayer.listroomcount to go through each room by index.

  • Pick all FireSprite

    FireSprite compare instance variable = fireID

    System compare FireSprite.pickedcount = 0

    Make sure this is a sub event of whatever destroys your fire in the first place. Otherwise, you may need to add a trigger once while true condition.