oosyrag's Forum Posts

  • In the event when you spawn the sprite, you can assign the UID of the sprite to an instance variable in the spawner object. Then run an event where the spawner object will check if a sprite with that particular UID exists. If it doesn't, spawn a new one and overwrite the old UID.

    Edit: Here is a capx - https://www.dropbox.com/s/mkuflm05cpwnu ... .capx?dl=0

    Notice the For Each condition is important here. If you don't use it, all instances of the spawner objects will be set to the same variable.

  • Before your current system condition that picks a random Moneyspawner, you need an additional condition that first picks all Moneyspawners that do not have money on them. Use the condition from the Moneyspawner object rather than the system compare two values to check the instance variable. This way, the system pick random Moneyspawner will only pick from the already picked empty Moneyspawners.

    Actually I'm not sure if it will work in the same event, you might need another subevent between the every 2 seconds and pick random events.

    Edit: You dont need another subevent. From the manual - [quote:3fxyz5wv]Pick random instance

    Pick a random instance from the currently picked objects. In other words, if Pick random instance follows another condition, it will pick a random instance from the instances meeting the prior condition. Otherwise it picks a random instance from all the instances.

    So order matters here. Make sure you put the Moneyspawners Is Empty condition before the system pick condition.

  • Multiplayer plugin can limit number of players in "rooms". Matchmaking can be a complicated topic, but the simplest would be something like "Join first available room that is not full. If there are none available, create/host a new room". Here is information about how signalling works: https://www.scirra.com/tutorials/892/mu ... pts/page-3

    It is a good idea to actually read all the multiplayer tutorials if you are not familiar with them (really mean ALL of them, not just the first one). Don't worry, they are actually much shorter than they seem. You will get a much better understanding of the capabilities of the multiplayer plugin and what is involved in creating an online game with construct.

    For what its worth, your game being a top down shooter should be very similar to the ghost shooter multiplayer demo the tutorial covers, so you can be pretty confident that it can be done.

  • The built in tilemap object is for straight grids only I'm afraid.

    There might be plugins to handle isometric tilemaps.

    Otherwise, isometric tilemaps are rather well documented online and it should be a small commitment to recreate a custom isomentric tilemap system with arrays and positioning the tiles via events. This way you can even do your level design in a spreadsheet and import that as a .csv project file to keep things flexible.

  • Sorry no.

    If you try to put it together as much as you can first and run into any specific problems you can't solve, then post a capx on the forum and I, or anyone else, would be glad to help.

  • A fixed path should use significantly less resources than pathfinding, especially if you have large amounts of objects pathfinding.

  • Quick answer - Yes online multiplayer is doable.

    But when you say "on steam" do you mean integrated with steam's matchmaking functionality/friends lists ect.? Then I have no idea how to go about that.

    If you design with the multiplayer plugin, it will work on its own with or without steam.

    Looks fantastic by the way!

  • Is the path fixed and unchanging (can you block the path with towers)? Then you don't need pathfinding.

    If your path can change dynamically in game, then you need pathfinding.

  • To control the amount of "ammo", you will use a Counter variable. Every time it shoots, add one to this variable. Use a condition to check if it can still shoot (Counter<5).

    Speed of the bullet can be set in the speed property of the bullet behavior.

    Frequency between rounds or cooldown is another application of a Counter type variable. Alternatively, you can use the Timer behavior.

    Accuracy can be determined by setting the angle of the bullet. Instead of setting the bullet angle to the angle of the turret, you can use an expression such as Turret.Angle+random(-5,5).

  • Actually now I think it has to do with how text objects are rendered as part of the game while form objects are layered html elements on top of the game.

    Which is unfortunate as layers/blending modes can't be used properly in conjunction with form elements

    If that is the problem, would it be difficult to at least add border and background color settings/properties to the text object?

  • Here is a thread with some information regarding text, see if it helps.

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  • Scale inner/outer is what you're looking for. You'll just need to design the layout so that your grid fits in all aspect ratios you want to target.

    If you use letterbox scale, the on screen keyboard will resize the window and cause your screen to shrink.

  • Sorry, still not sure I understand why you need to clear it...

    Regardless, there is no way to delete a save state with the system save action.

    An alternative is to use local storage to manually save and load data, and you can clear those as you wish.

  • Was there any particular reason CSS is supported for form elements like Button or Textbox but not Text?

    It would be a huge boon for me to be able to style text objects directly for certain UI elements, rather than making a sprite or 9-patch to pin the text to and having to set up containers or manipulate them seperately.

  • When using the LOS behavior, it applies to the whole object, as in any part of the object - in this case your entire tilemap. I assume that isn't what you are going for.

    Edit/Disclaimer: I'm actually not 100% certain about this, I haven't actually tried it myself.

    Here is one excellent raycast function by squiddster, although it might be a little complicated - https://www.scirra.com/tutorials/902/li ... raycasting

    Here is another simpler one by R0J0hound - https://dl.dropboxusercontent.com/u/542 ... laser.capx

    Edit: fixed the link