oosyrag's Forum Posts

  • Hello there.

    Generally speaking, you don't have to worry about performance/speed when talking about image size. What you do need to worry about though, is available memory. See https://www.scirra.com/blog/112/remembe ... our-memory for more information.

    Basically it depends on the memory limitations of the platform you are developing for, and how many assets you have in your game. It is a trade off between fewer high resolution images or many lower resolution images.

    Ideally if you are not nearing your limits, you want to design for the highest resolution considered, then downscale.

    On the other hand, I haven't had many issues with blurry edges and upscaling. There are some things to try such as pixel rounding and sampling type in your project properties.

  • Use the angle value between the center/origin of your OSC and your touch coordinate, then separate out 8 conditions for each angle range you want.

  • Try angle(car.x,car.y,object.x,object.y) to get the angle between the car and object, and apply the impulse at the same angle.

  • Yes, basically if your player x position is within the Thwomps width (assuming the origin point is in the middle of both).

    Then you'll need to tweak it as you see fit. Does the player need to be completely under the thwomp? What happens on a partial squish? Or if they player moves into the side of it while it is falling? ect.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Regarding the drag and drop on the menu, again you would just add a condition to your drag event to only include things on the relative layer.

  • I would simply use one object with an instance variable to check for conditions. So for your building, add a boolean "DisplayOnly" true or false. Then for your events, add the DispayOnly=false to not affect the menu ones.

  • I've been using compare x to make them. But they glitch sometimes.

    You will need to elaborate. What is your problem?

    As for falling directly on the player... that would be a set of conditions, up to you to decide what is most suitable.

    For example...

    Thwomp On collision with Player

    Thwomp is falling/moving

    Player is within Thwomp.width/2 of Thwomp x position

    Then do damage

    Else (custom movement) Thwomp push player out at angle

  • Sinking to the bottom is probably gravity?

  • Tangent: Given an angle, will return the ratio of the opposite edge over the adjacent edge.

    Arctan: Is the inverse of tangent, you input the ratio (based on difference between x and y coordinates of your two points), and get the angle.

    The angle expression is a shortcut that uses atan(), except you input the actual coordinates instead of the ratio.

    So angle(0,0,10,20) is equal to atan(2). (Difference in Y is your opposite value 20, difference in X is 10 would be your adjacent value. 20/10 would be your ratio of 2).

    Alternatively, you can look at it as angle(ax,ay,bx,by) = atan((by-ay)-(bx-ay))

  • I believe you'll want to increase the linear damping property of the physics behavior.

  • Short answer is no.

    You MIGHT be able to recover deleted content on a hard drive though. See

  • What have you set up that limits your player to having one shot?

    Everything that defines what one can or cannot do is a condition. You're on the right track with variables.

    For example, add a variable ShotsLeft=3

    Your condition for firing would include System compare variable - ShotsLeft>0.

    And your action for firing would include System subtract from - ShotsLeft.

    Or you can have an event for after firing, if shots left is more than 0, then reset/reload the next shot.

  • It works for me. NW.js preview.

    Unfortunately I don't have any ideas what may be wrong with yours.

    Try another keyboard? Close all background apps?

  • The net code for a bullet hell multiplayer shooter is... not simple, mildly put.

    There is a snippet of how they handled it in this article... http://t-machine.org/index.php/2012/03/ ... etization/

    It is definitely not a common authoritative server with lag compensation set up. I found that to be mostly unworkable in a high precision environment like ROTMG when I tried to make a clone - it takes too long for the host to create/update/destroy objects and relay them back to the peer.

    There are definitely workarounds, such as those the ROTMG team took, but you have limited control over packet interpolation/extrapolation in the multiplayer plugin.

  • Cool, so in your text file, have each word on a newline.

    By using a loop, you can push tokenat(textfile,loopindex,newline) to an array, which will then populate your array for you. (Start with your array at width 0)

    You can use tokencount(textfile,newline) to see how many lines there are in your text file, which also gives you how many times to run your loop.