oosyrag's Forum Posts

  • Textbox On Text Changed

    System - Is between values

    Min>len(Textbox.Text)>Max - Set Button Enabled

    Else - Set Button Disabled

  • He means, it is very difficult help you without seeing what you have done, so you should post your project file so that we can take a look and see where your problem is.

  • Here is an example I made for someone else's problem previously - https://www.dropbox.com/s/6cliwidu8f51p ... .capx?dl=0

    It doesn't use physics, but may give you an idea.

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  • Then you want to save the index of the list item instead of directly setting the text to the sprite.

    floor(random(List.ItemCount)) gives you the index. So add a instance variable to your Sprite - ListIndex

    So first set Sprite.ListIndex to floor(random(List.ItemCount))

    Then Set Sprite.Name to List.ItemTextAt(Sprite.ListIndex)

    When you click sprite, use the list action Set Selection to Sprite.ListIndex.

  • On collision with enemy OR Inverse Player is on layout - Create PopupObject at x/y

  • One major function in any game that utilizes scrollto is to keep a UI overlay on a layer with parallax 0 to keep it in place.

  • Set Text to List.ItemTextAt(floor(random(List.ItemCount)))

  • The multiplayer tutorial is about as simple as it gets, with step by step explanations. Trying to figure it out from someone else's completed product will be nearly impossible if you don't understand the tutorials...

  • You can also just put a plain tiledbackground to cover it. I'm pretty sure sprites loaded with request from URL are loaded into memory regardless of if they are rendered or not. I recall seeing that documented somewhere... can dig a little to confirm.

  • Before I dive into your screenshots, can you post a capx? A regular problem is hard enough to diagnose by screenshots, multiplayer is even harder.

    A signalling server and a host are two completely different things. You normally would not need your own signalling server, as long as you think Scirra will exist/provide this service.

    A dedicated host is generally what people think of when they think "server". You will need your own server and can be as simple as run your game 24/7 in a browser tab on that server to be a dedicated host.

  • Hmm I think you will need a copy of every sprite object in the game per "camera", and a system to keep track of each "camera" position relative to reach other, and use those to offset the objects. Each set of your sprites would be on their own layer and you would use a blending mode like destination in with force own texture on the layer to create a clipping mask.

    Just theory crafting here, have that rough idea in my head but no idea how feasable it is. Might give it a shot later.

    It would need a lot of custom code to deal with interaction and sync the viewports'objects... Not unlike net code actually.

  • Did you check the origin point to see if it is the middle of the sprite? In the image editor. Each frame can also have different origin points as well, in case you are using multiple frames.

  • You usually don't want to use wait in loops.

    Try every x seconds along with a state variable "active".

    Every x seconds, state is active - fire, set next sprite to active.

  • Local storage as a flag/variable is the simplest way. You don't even need to store a value really, just of the key exists, you know the program has been run before.