oosyrag's Forum Posts

  • If you use layers, you might be able to play around with parallax to get only that layer to scroll.

    You don't have to use layers though, you can just place and move your menu sprites up and down specifically.

  • Depends on how you set up your multiplayer architecture.

    If your game is hosted by a dedicated server, the server can keep track/log all your statistics.

    If it is peer to peer, do you have some sort of login system/database? By the same method you use to log in, you can also send statistics to the database to save.

    Any backend you use should have a way to communicate and save data.

    If you mean local multiplayer, then you'll need to set up something like Firebase.

  • There are a lot of Parse alternatives, and Rex also has a set of Firebase plugins. http://c2rexplugins.weebly.com/

    If you're looking to make no changes, you'll probably need to build your own Parse server, which is now open source. Here is the tutorial/guide - https://github.com/ParsePlatform/parse- ... #migrating

  • A server - computer that is always on. What you do/put on the server is up to you. Where the server is located is also up to you.

    You can build/run your own server at home or work, or you can rent a space in a colocation and host your server there.

    Or you can rent someone else's server if you don't have your own. Or you can rent a virtual machine that's on someone else's shared physical server.

    Basically once you have your server (it can run windows, linux, whatever you install/rent), you'll open a browser on it, log into your game, and leave it on. Going to recommend not using windows, as it tends to restart itself for updates and not turn back on unless you really know what you're doing.

  • The simplest way is to use instance variables.

    Arrays are also a good choice and could be more flexible and easier to work with when importing/exporting, but also more complex and prone to logic bugs.

    There are a lot of ways to do it, as you mentioned with arrays, general variables, instance variables, and dictionaries, and it really depends on what makes the most sense for you and what you are most comfortable with. This will result in the least problems down the line. Keep it as simple as possible while being able to do everything you need to do.

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  • You'll need to clone the objects you want to change as a separate object, then place the new one on your second layout.

    To remove the original object from your second layout only and not the first, delete it from the layout view, not the object/project bar on the right.

    Also you can filter your objects bar to only show objects that exist on the current layout by right clicking - filter objects.

    Objects existing globally across all your layouts can be very useful, but in your case if you want your layouts to have different objects, you should actually create different objects. You can make the new ones based on the old ones by cloning objects.

    Here are the relevant manual entries:

    https://www.scirra.com/manual/39/project-bar

    https://www.scirra.com/manual/41/object-bar

    https://www.scirra.com/manual/43/layout-view

  • I have no idea why the fullscreen isn't working then, sorry... maybe someone else can chime in.

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  • I have no ideas based on that, it should work fine. Maybe there is something else, won't know without testing your project.

  • You can activate and disable event groups. Put the events that are responsible for firing in a group, and have it disabled by default. When the player presses start, enable that group.

    https://www.scirra.com/manual/80/groups

  • Basically I want to make sure your gamepad is actually connected and buttons are registering.

    In debug mode, on the bottom left look for the game pad object. Click it and you'll see a field that says "Last button" on the right. Now when you press buttons on your game pad, that should change. If it doesn't, that means your game pad is not sending any signals to the program, which would explain why on button pressed does not work.

    If it does change, then I'll have to think of another reason

    Edit: I meant trigger as in shoulder buttons on some game pads.

  • Instead of scroll to player.x, player.y, only scroll to player.x, and have y constant.

    Or add a condition to check that when player is jumping, then the scroll only scrolls to the x.

    There are a lot of little nuances people don't realize with platformer camera behavior! You'll need to add the exceptions and logic yourself for each situation.