oosyrag's Forum Posts

  • 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.

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  • 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.

  • https://www.dropbox.com/s/a9vurmgzjurgx ... e.PNG?dl=0

    There are several ways to handle the text - I've used a simple .txt file with line breaks, and the tokenat expression with newline to break them up. You can use XML as well, or even a spreadsheet .csv and import it into an array.

    Also this one instantly completes the current line when hitting space, but let me know if you have trouble modifying it to speed up the rate of display.

    EDIT: Here is the one for speeding up - https://www.dropbox.com/s/941g2c2dkjujc ... 2.PNG?dl=0

  • Draw it out with sprite animations.

    Or if you have to have sperate objects use bullet behavior with gravity and some random variations on initial speed and angle.

  • https://www.dropbox.com/s/av6kbtg32idgj ... .capx?dl=0

    While I don't know how spritefont+ works, this should give you an idea for how to continue.

    I highly recommend using a project file to handle your text like I have done - load it in with AJAX. Working with significant amounts of text within C2 is a pretty miserable experience.

  • Are you familiar with the window size? It determines how much of your layout you see at a time. The window can move around with the scrollto action. The viewport expressions gives you the positions of each side of your window within the layout.

    What you do with this position information is up to you.

  • Scale inner.

  • To be clear, your save game will still work if you update a sprite.

    Best practice: make a test and try it out. Most things will work, some will not.

    If you need more fine grained control, manually pick what and what not to save in localstorage keys.

  • As Lasmelan said:

    Best to not use a function.

    Otherwise, you need a condition to pick the specific missile you want destroyed. There are a few ways to do this, including with uid, but again it is best to not use a function here.

    To use UID - in the event where Missile on collision, you would add an action to set a variable to Missile.UID. Then in the function, you would add a condition to Pick by UID, and reference that variable.

  • What is a player box?

    First idea is to use the pin behavior on your player box to your player sprite.

  • Define good optimized light system?

  • https://www.scirra.com/tutorials/526/ho ... -savegames

    [quote:32tpu308]'No Save' behavior

    Anything with the No Save behavior will not be saved, and won't be affected when loading. It is good practice to add the No Save behavior to any static objects, such as scenery and backgrounds. It can also be used on automatically-updated objects like the HUD and text objects which are updated every tick. This won't make any difference to the game, but it makes savegames smaller and faster to save and load, since the unnecessary information is omitted. (It's also necessary to make continuous preview work effectively.)

    Changing the project after saving

    Savegames should be robust to changes in your project. You should be able to add, remove and reorder various things like variables, behaviors and other objects, and still have old savegames load successfully. Note however anything new you add won't have save data for it, so will not be affected when loading. Also note if you remove anything from the project it won't be able to load again either. You can delete individual instances without affecting savegames, but if you remove entire object types, layouts or layers, they will never be loaded back from a savegame.

  • I believe you'll need a For Each condition.

    When you don't use For Each, the event will run all actions for all picked objects at once. With For Each, the event will run once for each picked object individually.

  • https://www.scirra.com/tutorials/892/mu ... pts/page-9

    As part of multiplayer design, you want to minimize bandwidth use as much as possible regardless. There is no limit, as each person is on a different connection that can handle different amounts of bandwidth.