oosyrag's Forum Posts

  • Physical keyboards often have a limitation on the amount of certain keys that can or cannot be pressed at the same time.

    http://gaming.stackexchange.com/questio ... on-presses

    https://en.wikipedia.org/wiki/Rollover_(key)

    As for fix... you can test and try for a combination of keys that do work, but there is no guarantee that it will work on another keyboard. As the Wikipedia article mentioned in the game Starcon, there was a system where the game tested for conflicting keys as you configured the controls, but that would be a pain to implement I think...

    You can plug in an extra usb keyboard, that should solve the issue. Or otherwise use separate input types for each player such as mouse or gamepads.

  • The last part of https://www.scirra.com/tutorials/4981/s ... den-player has what you are looking for

  • For a circular path, try the Sine Behavior (two of them, one for horizontal movement, one for vertical)

  • For movement, I think the bullet behavior will cover most your needs in a top down environment.

    Then it just a matter of setting up the logic and conditions for when you want the object to act, and act by changing the direction (angle) and speed of the bullet object.

  • Your question is a little unclear.

    Do you mean with the multiplayer object?

    If the host uses load from URL on a sprite object, he can sync that sprite object to all peers. You can then use the snapshot canvas and invoke a browser object download of CanvasSnapshot.

  • Not familiar with Osmos, but isn't everything that moves in agar.io a player?

    If you're looking for some random movement, you could use the bullet behavior and have a condition every x seconds to set angle to random(360).

    For some AI that heads towards the player when close, you can use the condition that checks distance between player and object, and action that set object angle towards player.

    If you add another condition to check if the player or object is "larger", you can set up the inverse action/angle to run away from the player as well.

  • Cool beans, that will do it. Basically get the tile index of the last tile based on its position, and use that as the upper bound for each loop.

  • I was going to say, just replace all DestText.Text with SpriteFont.Text (and DestText object's actions with SpriteFont object's actions) and it should work fine, but again, I'm not familiar with SF+, sorry.

    Can you describe exactly what part isn't working and maybe I can think of a workaround? Is the text not showing up at all? Do the inputs not work? Can you screenshot your events?

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  • I'm assuming you are referring to the tilemap object and tile ID.

    Here is a quick hack -

    I don't think there is any way to get the tilemap width and height from expressions, so you'll have to set the number X and Y to loop through manually.

    Another way would be to have your tilemap mirror data in an array, and manipulate the array, as arrays seem to be much more flexible in terms of operations.

  • Is your URL in quotes?

    Try using the Button object's own "on clicked" condition instead of the Mouse object's "on clicked object" condition.

  • The second argument in the tokenat() expression specifies which line. In my example I used "CurrentText", which is a global variable (number) that increments by one every time a new line is set. You can change that to whatever number you want.

  • Only you know how you want your logic set up exactly, and I can't make your game for you (nor am I inclined to). Try to figure out as much of the logic as you can and if you have any specific questions about why something does or doesn't work the way you expect it to, I'd be happy to help.

  • Please check out the Vertical Space Shooter Template when you open a new project in Construct. The example specifies the X/Y coordinates the enemies/stars spawn.

    The other common way as LaDestitute mentioned is to use an invisible sprite object as a placeholder, and use that sprite object's "Spawn another object" action to create the sprite.

  • https://www.dropbox.com/s/6cliwidu8f51p ... .capx?dl=0

    Your ground should be set to solid.

    Edit: Saw your example video after. My bullets bounce, but you can turn bounce off and set their speed to 0 on collision instead, as taylor suggested. Or have them bounce only once by using a counter and using an action to turn off the bounce behavior.