oosyrag's Forum Posts

  • Are your lines aligned to a grid? You could use pathfinding if they are.

    Are you drawing your lines at runtime? You could create a list of waypoints with whatever input you're using to draw the line in the first place.

    If you have pre-drawn lines in the layout editor, you could manually place waypoints as well.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The normal way to do so is to sell your game through a DRM enabled platform like Steam.

    Alternatively, you could also host a server that authenticates license keys, but those are generally easily bypassed as well.

    Edit: It is also very common to have your game free to begin with, but unlock additional content through DLC or IAP.

  • Assuming you're using the old rex plugins, which is no longer really supported, you could try disabling minification and worker mode.

    Probably better to access the newgrounds api directly via javascript.

  • + System: distance(player.X,player.Y,enemy.X,enemy.Y) < sprintdistance

    -> enemy: MoveTo: Move to (player.X, player.Y) (Direct)

  • There's a few issues here. Your pathfinding grid wasn't lined up with your tilemap solids, and they were different sizes. For exact tiles, you'll want to use a -1 cell border size. Set the pathfinding cell size to 64, the same as your tilemap cell size. Make sure your tilemap origin is at 0,0, to align with the pathfinding grid.

    For moving to waypoints without cutting corners, you want to use the MoveTo behavior's 'Move along Pathfinding path' action, instead of the Pathfinder behavior's 'Move along Path' action. The pathfinder behavior will start turning right when it reaches the edge of the waypoint cell, while the moveto behavior will move to each waypoint location. The example project has a turning radius that takes exactly half a cell to turn 90 degrees at the speed it's going, which is why it works.

    There is no need to update the path for each object regularly as you had in event 2, this can also contribute to cutting corners.

    See updated example here - dropbox.com/s/e5601def28z8zeb/ballons.c3p

    Edit - It's unfortunate no one helped you for so long, these forums are usually pretty responsive. Personally I usually look for posts that don't have replies to reply to, so I might have missed it when you replied to yourself, thinking you already got an answer.

  • Generally speaking, the logic for a jump through platform is to disable the solid (immovable, for physics) behavior for the platform when the player sprite's y position is below the platform's y position, and enable when on top.

  • Just a shot in the dark, but would an event based toggle for visibility based on distance be applicable?

    On the horizontal plane at least. Vertical shouldn't be too difficult either.

  • Similarly, you can also use an invisible helper object as a "start point" and move your persisted object to that on start of layout. This night be more flexible if your start point isn't always exactly the same spot.

  • + System: On load complete

    -> System: Add 1 to Variable

  • The thing with procedural generation is that it's 90% defined for the specific application it is going to be used for. There's no way to tell you how to do it a certain way to make it turn out like how you want it to turn out, without you describing in detail how you want it to turn out.

    Have you looked the advanced random tutorial?

    construct.net/en/tutorials/getting-started-advanced-30

    See the pictures of noise? Procedural generation is taking those, and defining what you want the black and white parts to be. The difference between the first picture which is pure randomness/noise, and the second perlin noise (what is normally used as a basis for many procedural algorithms), is that each location in a perlin noise map takes into account it's neighbors, sot that it will not jump from 0 (white) to 1 (black) abruptly. Different types of noise will give you different patterns

    For example, you could take perlin noise, and decide that any x/y coordinate that has a value of >0.6 is water. So all the dark splotches are now water. You then layer other noise definitions on top of that. For example, after you decide what is water and land, you could say that if any location is land, check the same location on a random noise map and if it is 1, then that's a tree.

    The other key about procedural generation is that the "random" values will be the same every time with any given input (usually x/y coordinate values, for a top down map), as long as you keep the same seed. But the values will change if you change the seed. So you could use perlin noise for terrain elevation, and then use another perlin noise with a different seed to stack different features, like resources, weather, trees, ect.

    The very basic principle is that the advanced random noise function will give you a value from 0-1 for every x and y (possibly z as well, if you want) value input, and nearby values will not differ too much from each other. It is up to you to decide what that 0-1 value means in any given situation.

  • Got any parallax layers?

    Describe the scrolling. Is it offset by a set amount, small, large? Does it move when you move the character? At the same rate, or different?

    Any other objects with the scroll to behavior enabled?

  • Not sure what's going on, but you usually don't want to mix physics with other movement behaviors, including platform and solid. Either make your whole project with physics (use immovable physics objects instead of solid objects), or not at all.

  • Have you tried opening in an earlier version?

    Consider not running beta builds for production.

  • Use a variable or array to keep track of previous answers. On answer, set variable to a or b.

    When displaying question 2, if variable is a, show question 2a. If variable is b, show question 2b. A similar idea can be applied to different answer choices as well.