oosyrag's Forum Posts

  • 150 updates+ over 5 years of post release development for a one time payment from what amounts to a one man coding army while also maintaining relatively constant community presence and responsive feedback on these forums?

    Not to mention he gave away pretty much full functionality to I'd assume a majority of users who's projects never make it over 100 events.

    I'd say it was well worth it just provide a very low barrier to entry and exposing a large amount of people to programming and thinking through algorithmic logic, but I'm not the one who needs to feed himself with software sales.

    So yeah I believe in what Ashley is doing.

    Besides that, its not like your license, assuming you bought one, ever expires or you'll stop getting free updates. There's nothing stopping you from experiencing/using multiple tools and sticking with what works best for you. In fact I highly recommend exposing yourself to all the tools available to you to be able to properly compare experiences rather than just through general impression based on a software's public forum.

  • I would try simplifying by cutting out the for each and avoiding UID, two common sources of problems. You probably don't need the array either.

    Try using "pick nearest hrrrn to player.x player.y" in place of the "for each hrrnn" underneath the overlap condition. From then on in this event, only that hrrnn will be affected by actions.

  • From an artists's point of view, you really should create a second set of assets for night time for a natural look. Objects change the way they look in different ways when lit by different sources of light. There isn't really a quick filter you can use to simulate this in a sprite based engine.

    Even with a 3d engine it is simpler, but it can take a lot of work to customize lighting for a proper night scene. This is why a lot of games opt out of having day/night cycles, sometimes it isn't worth the time investment.

  • I see, a progressive increase in accuracy is much more efficient, and no need to worry about overlapping multiple objects.. Also yay for custom particles, I was just running into some limitations of the particle object in my own project, like not being able to have random angles. This will do nicely

  • That's a little different - your player object is doing the spinning, not an object spinning around your player.

    8 direction behavior works based on setting the angle/direction of your player sprite, so if you change the player sprite's angle with events, it fights against your 8 direction behavior.

    If you want your player sprite to spin and move with 8 direction, you can try using an animation for the spin.

    Or have another separate sprite object pinned to your player sprite, that should be able to spin no problem while the player sprite moves.

    A third way would be to have your player with 8 direction be invisible as a placeholder, and pin a sprite on top of that with the graphics and have that spin. (Same idea as second method)

  • We'll need to see your event sheet to troubleshoot this. Can you post a capx?

    An very unlikely possibility is that on some keyboards certain keys can't be pressed at the same time.

  • Similar issue here -

    Use the modulo expression (%). This is the remainder after a division. So your condition would be ScoreVariable%25 = 0 (with trigger once while true). This means after dividing your ScoreVariable by 25, there is no remainder, or every multiple of 25.

  • There were some links in the FAQ stickied in this forum.

    Try here -

    In general, there are a lot of articles on procedural generation online. You can use a lot of the concepts you find online with the event system, but you'll have to put it together yourself. There is no simple preset template because there are so many methods to do it, with different purposes in mind.

  • https://www.scirra.com/manual/183/memory-usage

    Layout by layout only. A sprite will only be loaded into memory if it exists on that layout.

  • Well it was more like the project was of significant size and it is not immediately obvious what the problem is or what he is trying to do, much less fix it. Not so much a matter of willingness.

    Regarding the version - some people got construct on steam and don't know how to get the latest beta.

    I could make a simple capx demonstrating how local storage works, but that's not what he was asking for. Unfortunately it seems to be beyond the time commitment of those who he sent his capx to to get his localstorage to work for him, something we were unable to confirm until we saw the capx. Sorry I was unable to help.

  • Nifty! So looking at this the ray keeps growing until it hits something, but the explosions would always spawn at 100 pixel intervals, at the end of the ray. You can increase the resolution by decreasing the width increase but at the cost of more repeats in your loop which *might* lag.

    How about spawning the explosion/hit from the target that got hit instead? After you confirm a hit, spawn the explosion from the sprite that got hit - at an angle back towards the player a certain distance based on the size of the target.

    You'll be able to get the distance from the player to the target as well, which can be useful for graphical elements like so the tracer doesn't go through the target (unless you want it to).

    Another problem I anticipate: what if there are two targets in close proximity, that both get overlapped when the ray grows? Maybe use another sub event to pick the closest out of the targets that were picked by the ray?

  • Browser object has it.

  • Is it in line with where it should be? Maybe it is travelling a frame before it gets rendered. Another thing I thought of was maybe it is starting out invisible (50%chance?) And gets revealed on the next tick.

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  • The first thing that comes to mind is your image point being off for that animation/frame but you said you checked that already. Did you check the origin point for the bullet itself? Is that animated?

  • Else has to be the top condition in the event

    EDIT: Ok so you can't use else after a trigger.

    The workaround is to make a sub event after pressing c, check if window open, then the next event after that is else.

    On C Pressed
    |
    +- Check if Window exists - Make Window
    +- ELSE - Destroy Window
    [/code:1bkdn8fk]