oosyrag's Forum Posts

  • Without seeing what you've done or how you've set it up, it's hard to give advice.

    In general for 8 direction animations, it is usually best practice to set the animation based on the actual change in position of the sprite as a condition, rather than user inputs.

  • Consider the implications of why chat rooms are not allowed - it is not feasible to moderate online speech on their platform, and they don't want to deal with abuse.

    So I'd say no, you probably do not want chat enabled in your multiplayer game if you want to host it in the Arcade.

    On the other hand, I'm not certain they actively check submissions, seems more likely it would get taken down if there were a complaint. A chat functionality would be simple enough to enable or disable with a simple quick update either way.

  • Doesn't look like it. That seems like a fairly simple suggestion to implement to me though.

    Although I'm more concerned about why your functions have so many parameters that this would be a problem in the first place... I think you would normally want as few parameters as possible. If you've got over 3 or 4 parameters, your function is probably trying to do too much and could use some refactoring.

  • To make it, you'll need to be able to describe it first, then you can work on each part and ask specific questions.

    Pokey is a platformer enemy that wanders back and forth with 4 parts - 3 bodies and a head. You can "eat" each piece of him from the bottom up with Yoshi, but he stays stays alive until you get his head.

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  • Have you painted any tiles on it yet? It starts out blank.

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  • Add action -> System -> Set layout scale

  • Use layer/layout scale.

  • For each - you can imagine it as basically copying the event, one copy per instance of the object, with only that one instance picked.

    Looks like this is a sub event of something else, given you have a local variable there. Are there conditions above it?

    Trigger once should be used in conjunction with other conditions. Otherwise, 'On Created' would be more suitable.

  • With Fullscreen scaling, resolution should not matter, as the pixel amount is relative to your original viewport size.

    A bigger likelihood is different refresh rates on those monitors. If you're not using dt in your movement events, it can cause different rates of movements.

  • It's possible, but has the potential to be very very complicated. There are essays and essays about how good camera control is handled in games, and there are a lot of subtle differences between games too, so there's not really a one size fits all type of solution.

    For your described scenario, you'll want to identify the center point between the selected units, and then set bounds for the "camera" object based on that center point. The clamp() expression can be used to keep a value (x and y positions in this case) within those bounds.

    First the center point. Assuming you want a flexible number of units, you'll want two variables (or an invisible helper sprite) to keep track of x and y values. Add all the selected x or y positions together and divide by the number of units selected. How exactly you go about picking the units will be dependant on how your unit selection is set up.

    For the scroll to camera object, every tick set it's x position to clamp(centerpoint.x-range,self.x,centerpoint.x+range) and similar for y, where range is how far you want the camera to be able to move from the center.

    You'll probably eventually want some way to have the camera automatically drift or reset back to the center as well. You'll need to describe under what conditions and how you want that to happen.

  • First, you don't have to. Nothing would happen anyway.

    Secondly, you can set the variable to nothing, based on whatever condition you want.

  • Could be an expression that isn't referencing the correct thing in all cases. Hard to say without seeing what you did.

  • On key press, append a string in a variable or text object. When the string matches, do action.

    You can use right(string,n) to compare only the last n characters entered.

  • Try turning off (or on) pixel rounding in project properties and see if it helps. I vaguely recall there was some trick involving putting sprites in a subfolder that might fix this as well, but that was a realllly long time ago and I don't remember the details.