oosyrag's Forum Posts

  • Got any out of date addons?

  • Generally speaking, points of interest are usually inserted into a procedurally generated world where suitable at the time of generation.

    Of course, it is quite flexible and as with any procedural system, you interpret the data to fit the form of whatever you want to do with it.

    It's not (obviously) infeasible to create and store a list of hundreds of thousands of data points. Data is cheap. It would be even easier by a magnitude to only store points of interest which you can use to generate your quests from.

    You can create this list at the same time your world is generated, or since procedural generation usually uses a seed, you can actually regenerate the exact same world from any given position when you need it, except the following time would be limited in scope to only whatever your quest requires.

  • You can use hierarchies, families, or containers. They each have their own use cases, but can all do what your asking. Refer to their respective manual pages to see which fits your needs best.

  • Define 'group objects'?

  • You want to update the variable at the end of the tick, put that action after the ones to check and set mirrored.

  • Keep track of the players x position in an instance variable at the end of every tick. Compare the current x position, if less than last x, set mirrored. If greater than, set not mirrored.

  • You can pretty much control every property of the text input object with CSS.

    Here are some advanced examples. blog.avada.io/css/input-text

  • Bug reports for specific platforms are very useful, as long as they are reproducible. There's a reason why specifying what platform is affected is mandatory for a proper bug report.

  • If it's reproducible in a minimal project, yes you should file a bug report.

  • Might run into trouble with the 5MB localstorage limit. Although I'm not actually sure if that's a thing that applies to Construct? I feel like more people would have run into problems by now with even just normally saving a game with just 5MB.

    I'm sure there are ways to access device storage but I am not familiar with them. Would probably need JavaScript.

  • dropbox.com/s/blorwx6feu6xk7k/particlemovementexample.c3p

    Basically you need to make your individual particles move left at the same rate as everything else.

  • Aha. There is a completely different problem here.

    So in flappy bird, rather than the player moving, the stage actually moves around your character. Instead of the player moving right, what is really happening is that everything else is moving left. After your particles get created, they stay in the same location and don't move left with the rest of the objects when they move.

    I don't think there is a way to control the particles made by the particle object to fix this. However, what you can do is create your own particles with sprite objects that have the fade and bullet behavior. Every X seconds, create the sprite object at origin x, y, set bullet angle of motion to random(a-n,a+n) where a is the target angle and n is the variance, set fade time and duration, bullet speed, ect. Then you put these sprite object "particles" in the same family as the rest of the level obstacle objects, and they will move along with the rest of the stage.

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  • You say there is nothing else, but there probably is.

    You can confirm by making a minimal project with just that object and using the moveto behavior on start of layout.

    Are you sure the player sprite isn't just so far out of the viewport that it takes 30 seconds to reach the visible area?