oosyrag's Forum Posts

  • The very basics would be to first decide what data format you're using to store the state of your tiles. Either an array or tilemap would work well.

    When placing a building, check all relevant tiles/cells relative to the cursor/placement position to see if they are valid. If not, then do nothing or display an error. If all valid, then place the building and update the tile/cell data it now occupies.

    If using arrays, recording the uid of the building object is one way to keep track of what is currently occupying any cell. If using tilemap, the tile number itself could naturally identify the building.

  • What is your question?

  • You would normally use a tilemap, and check the if the tiles next to each water tile meets the conditions for a change, and change it if it does.

  • Are you using a beta build? Have you tried opening in the last version it worked with?

  • It would be nice if the link to the c3 manual from c2 manual pages would directly link to their respective pages instead of the c3 manual home page.

    Many Google searches still land in the c2 manual. For example, a search for "construct array" or "scirra array" results in the c2 manual pages for array, with the c3 one nowhere in sight. Clicking through has the link to the c3 manual in the c2 manual, but this lands on the c3 manual homepage and not the c3 array manual page.

    This is particularly egregious on mobile, as the navigation is hidden and nested. It takes a click to open the navigation, and then a click on plugin subcategory which doesn't expand the list, but takes you to the plugin page. Then you need to click the navigation link once again to see the expanded list, and find the plugin you were looking for to reach the target with one final click.

    Tldr: It's bad enough that c3 manual pages still don't show up from Google searches, it's worse that it takes 5 additional clicks through 3 different pages and hidden menus to get to the correct destination on mobile.

  • This is what arrays are for.

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  • Note that the "base", or shadow, of the ball has both an x and y position, on the horizontal plane. The ball itself has an additional "height", or z position, otherwise it will be the same as the shadow. You can keep track of the height with a separate instance variable, and add this to the y coordinate of the shadow to get the position of the ball.

    Fundamental projectile logic follows that horizontal and vertical velocities are independent of each other. The shadow will keep track of the horizontal velocity (which has both x and y components), and it is always constant, so the bullet behavior is suitable for it. The vertical velocity of the ball is set at impact, and is affected by gravity at a constant rate, so you'll subtract a set amount from the vertical velocity over time.

    physicsclassroom.com/class/vectors/Lesson-2/Horizontal-and-Vertical-Components-of-Velocity

  • I suspect it may have to do with the size of your sprites. They aren't the most absurdly large textures I've seen someone try to use, but yours might be pushing the limits of some devices.

    It could either be a vram limit you're hitting, or a straight up maximum supported texture resolution that has been surpassed.

    Just a guess though, not completely sure.

  • So you've exported an html project that works on your PC, but haven't uploaded it anywhere yet?

    How did you access it from your mobile device?

    Does your project work on mobile devices using remove preview in the editor?

  • Are you using construct 2? Because this is the construct 3 forum. It's included in c3, I don't know how the move to addon in c2 works, so not sure how to help you there.

    If you are using c2, for the best control use a timer behavior and lerp the position from the start point to end point using the timer progress.

  • The move to behavior does not teleport.

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