oosyrag's Forum Posts

  • Can you take a screenshot on phone/pc and upload?

  • Layer two images of your ship sprite on top of each other. One for the interior, one for the exterior on top.

    While Player is overlapping ship, set exterior visibility to 0.

  • Steps to try:

    Change the Add 1 to powerGlove action to activate the group directly. Does this work? If not, you have a problem with your conditions. If it does work, then something is wrong with your variable. Make sure it is an integer and not a string perhaps?

    To confirm, try enabling the powerglove push system group with a simple keypress or mouse input and see if that works properly (remembering to disable the powerGlove=1 condition).

    Edit: Sorry just read more carefully and noticed you did say that your variable never gets updated. So it is most likely the Pick instance by UID condition that is not triggering. Can you elaborate on this logic why you chose to do it this way?

    Just hazarding a guess that the UID number is incorrect. Wouldn't it make more sense to check the animation frame of the object to see if it is displaying the powerglove item?

  • Quick answer: Yes.

    Slightly longer answer: Online multiplayer netcode may be more difficult than you imagine, especially with projectiles and a large number of actors in a real-time game.

    As for tutorials, you'll want to start here. https://www.scirra.com/manual/174/multiplayer

    You'll want to read and actually follow all the tutorials there. If there is anything you don't understand after going through those, it will be a rough ride making your own multiplayer game.

  • Wow that is an incredibly elegant solution to my example, thank you very much oosyrag. Sorry to ask more of you, but I've clearly not had enough coffee today - how would you expand that system to include more barrels, 3 or 4 or 5 say.

    Use an incrementing variable. So after each shot, add one to that variable, and use that to chose imagepoint, animations, ect... After it reaches the number of turrets, reset it back to 1. Remember imagepoint 0 is reserved for the origin). Or, you can do variable+1 when spawning from imagepoints.

    A fancy way of doing this is with a conditional operator:

    Assuming you have one imagepoint per barrel, and are not using imagepoints for anything else on that object...

    Upon firing, set ActiveBarrel to "ActiveBarrel<Object.Imagepointcount?Object.ActiveBarrel+1:1"

    This says "If the ActiveBarrel variable is less than the total number of imagepoints, then add one to ActiveBarrel. Otherwise, set ActiveBarrel to 1."

    This will cover any number of imagepoints you decide to add, and cycle through them one at a time.

  • https://www.dropbox.com/s/hz5ai8rr2cl5o ... .capx?dl=0

    Use image points and toggle states, or an incrementing counter.

  • Well what I meant was if you have a solution to handle the audio crashing when returning from calls, why not do so for everything?

  • This is actually a rather difficult problem...

    I have no idea how to go about it, but I have two ideas for approaches:

    1. Using the built in pathfinding system, create paths with blocks of the same resolution as one lane, and block and unblock specific lanes for each car as necessary. This is probably a Bad idea, as updating the obstacle grid often is costly, and you would probably need to do so individually for each car to have a decent simulation.

    2. Create a custom pathfinding system with nodes at intersections per lane and bullet behaviors. Much work needed.

  • I wanted to make a system where if the mouse hovered above a tower it will show a "upgrade" button. I got that working, but the button would stay there forever. is there any way to get the button to be destroyed once your cursor has passed it?

    https://www.dropbox.com/s/b49w59ct9uv87 ... .capx?dl=0

    Right click and invert the condition.

    To be more flexible, I recommend utilizing an invisible helper sprite to define the area where the the popup stays visible instead of using the objects themselves. This will allow for more flexibility in placement of the popup, as well as stave off issues when you have multiple or other objects creating and destroying the same popup.

  • FYI, to post dropbox images, you'll need to change the link suffix from "?dl=0" to "?raw=1".

    While I don't exactly know what you are attempting without the picture... https://www.scirra.com/tutorials/5005/m ... ing-lights should cover pretty much everything to do with the shadow caster behavior if you study and understand it.

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  • Jump will only go up. You'll need to either apply a bullet behavior at angle, or physics impulse depending on how you have your physics set up.

    To get the angle from your cannon to your character, use the expression angle(cannon.x,cannon.y,character.x,character.y).

  • By placing the first instance of an object in the layout editor and setting its properties in the properties bar, you are setting the default values for whenever that object is created by the system create object action.

  • kinda offtopic but is there a way to be able to host the server kinda dedicated on your own ?

    A common solution is to leave any computer/server on with the game open as host in a browser tab or nw.js. This is the simplest kind of "server" and should be sufficient in most cases.

  • > Describe your glitch?

    >

    > The realtime multiplayer tutorial is very basic and concise, you really need to do your best and understand each part of it. While the multiplayer plugin automatically handles a ton of basic net code principles for you, it is still flexible enough to allow for different implementations in terms of multiplayer logic and updates.

    >

    > Basically, most projects/examples will be even more complicated than the tutorial example. If you don't understand all the ideas presented in the multiplayer tutorial, it will be very difficult to proceed or troubleshoot problems.

    >

    Well, one of the most frequent and annoying glitches is that when 2 players join, the First Player (The Host) can't see the second player, but the second player can see the first player (The Host). When you move the First Player, you can see the first player move on the second player's screen but not vice versa.

    When you say frequent, does it only happen intermittantly (in the same project)?

    If it happens all the time, you have a net code logic error: it sounds like your host is syncing properly, but your peers are not set up properly. Are you using a authoritative host setup like the tutorials? The peer events should not be creating or moving any objects (outside of local input prediction, which can be implemented AFTER you get basic net code working) - only sending inputs to the host, which does all the creating, updating, and syncing of all objects.

    If it works properly sometimes but not all the time, I suspect routing/latency/unstable connection issues, which I can't really help with. But at least to confirm it isn't a networking issue, you can have both host and peer running on the same local host to test (open two tabs).

  • I don't know the answer to your specific question.... But any reason you don't apply your workaround to all situations of the app resuming?