oosyrag's Forum Posts

  • I highly recommend using the timer behavior for cooldowns.

    On space pressed and

    If timer is not running -> do thing, start timer.

    You can also stop/interrupt the timer with another trigger if you want as well.

  • The set solid collision filter is an action associated with the player object, not the door, so picking the door has no effect on this action.

    I don't think this collision filtering is the best fit here. First thing that comes to mind would just be to enable and disable the solid behavior for the door that is being overlapped.

  • Your question is mostly incomprehensible to be, but try taking your two objects and effects and pasting them to a drawing canvas to combine into a single object.

  • I think /n is a newline rather than a trailing space. If it doesn't show up in the array editor, I'd say that's worth a bug report to fix.

  • That's exactly what you want. Imagine each tilemap is a sheet of paper. Transparencies are holes. You'll need 2 sheets of paper if you want to see them through each other, otherwise you'll just be seeing the table.

    You actually don't need layers, you can have both tilemap instances on the same layer. But layers give you some organizational tools.

  • One other way I've used to get the coordinates of a collision for round objects is to cast a los ray on collision, and use the hitx and hity expressions.

    If all you need is side though, helper sprites would probably be best.

  • Dop the dirt is probably supposed to be transparent and show the grass underneath.

    You need to make sure you select the right tilemap instance on the right layer. You can lock the layers you're not working on to avoid accidentally selecting and modify then.

  • This is one of the bigger inherent limitations of html5.

    The workaround is to check time passed on resumed, and catch up the simulation accordingly.

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  • Large commercial games also use scheduled maintenance to deal with these kinds of issues.

    You probably don't have to worry about it though. Games are (down)loaded into local memory when running, so updating the live files won't affect anyone already playing. Unless you have dynamic content.

  • In a top down or isometric game, the vertical jump component is usually mostly visual. You'll want 2 components to your player object. The base, which could be a shadow or an invisible helper object, which only moves on a 2d plane with 8direction. The second part is the main part of the object, which can "move" vertically, but is always tied and returns to the base object when at rest.

    Edit: Example - dropbox.com/s/710e0ebwoh4o6zc/8directionjumpexample.c3p

  • I'm not sure this is related, but images are not removed from memory in between two layouts that both use the same object. So you should be able to use an intermediate loading layout with minimal content and events that load in your external files, then switch to your main layout when it's done.

  • Use bullet disabled on arrived instead of comparing fixed coordinate, rounding errors can make it so that your bullet might never be exactly at 300,650.

  • If you want a single pixel border around your tiles, your tiles should have only one border drawn on either the top or bottom, and only one of either the left or right side.

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