oosyrag's Forum Posts

  • 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?

  • So you're picking the tab close object, but there are no cards picked in the condition, so destroying a card will destroy all of them. You can add the 'mouse -cursor is over object' condition to pick the correct card.

    Otherwise, you'll have to associate the tab close object with the card it belongs to somehow. A container could be good for this. Then they will always created, picked, and destroyed together as a pair.

  • Try using the tween behavior.

    For physics, you can apply a force to an image point which is off center to cause rotation.

    For it to stay in place, you might need a second image point exactly opposite from the origin to apply an equal and opposite force too. You can also create a revolute joint on an immovable helper object to pin it in place.

    Edit: reminder not to mix physics with other movement to avoid issues.

  • You would need to "pick" the correct instance with a condition.

    Normally this should already be done with the object on clicked condition, so that any actions in that event such as destroy are applied only to the instance that was clicked.

  • Mostly readability, there's nothing particularly wrong with having a lot of paramaters, just seems odd that it would be a problem, to me.

    One thing that might help reduce clutter is to use event sheet includes, maybe keep your functions on separate sheets.

  • So you said you tried with a text and sprite visibility, those didn't work either? So the on overlay activated trigger isn't firing at all and same with the overlay enabled condition? Sounds like this should go in a bug report on GitHub then.

  • Well just a guess here but when fading in it never reaches 'done' as that is tied to destroying after fading out, but fading out isn't happening because it's set to 0. Do you need it to be 'done' for any particular reason? There are separate conditions that trigger when fade in, wait, and fade out complete that you can use.

  • Well without seeing the project events... I'd first want to confirm via some sort of visible and/or audible indicator that 'on overlay activated' is firing when you expect it to (and only when you expect it to).

    Assuming your pause is set up and working as intended when used manually. Then I'd check your pause toggle to make sure nothing else is interfering with that and possibly unpausing on the same tick, as often happens.

  • IIRC slider progress is not yet a standardized CSS definition. Different browsers display it differently. Here is a CSS only solution for Chrome but it's a bit advanced.

    codepen.io/ShadowShahriar/pen/zYPPYrQ

    If you're not particularly comfortable with CSS, I highly recommend building your own slider bar with sprites and events. This way you can have much more control of the way it looks and behaves across different browsers as well. It will consist of three sprite objects - the left filled progress part, the handle, and the right unfilled part. You'll also want a few variables for minimum value, current value, and maximum value. Then you can use those values to adjust the size and position of each part.

  • I don't know about construct, but isn't the shortcut for redo generally ctrl-y?

  • If your camera is a single object, you have potential issues with syncing in a multiplayer environment.

    Recommend you use the scroll to behavior directly on the player controlled objects, and enable and disable them as needed on the relevant peers.

  • No, there are some inherent security considerations and limitations that will not allow you to take control of a users device.

    Imagine if visiting any random website could potentially let it control your mouse...

  • The smb 3 map is simply a tilemap. You'll need to acquire or draw the actual art yourself. The tile movement behavior will take care of movement.

    In terms of progression, you can keep track of level completion in variables or an array.

    For example, the tile with a level on it can have a sprite object with the instance variable "completed" as a true/false boolean. You can use that as a condition before allowing the player to move on, as well as what animation frame for your sprite to show (completed or not).