WackyToaster's Forum Posts

  • I´ve added the canvas thing. If you check the debugger the number of snowflakes will go up to a certain point (300ish) but then stay around that number as all snowparticles that hit the ground will be put on the canvas and then destroyed.

    wackytoaster.at/parachute/stucksnowcanvas.c3p

    I can´t provide a capx because I use C3 and this is the C3 forum anyway but you should be able to open this in the free version and check it out. Should be pretty much the same thing in C2 except you need to use the 3rd party canvas plugin construct.net/en/forum/extending-construct-2/addons-29/plugin-canvas-41782

  • Sadly this isn´t possible like this. You will have to rebuild this maze from individual parts. You can use a bunch of image points even if it warns you but I don´t know how bad it is to go over the suggested limit.

  • Hey, try something like this.

    wackytoaster.at/parachute/stucksnow.c3p

    You probably should have the snow "melt" after some time being stuck because if it keeps snowing and snowing it will create more and more sprites (not ideal for performance having 1 million individual snowflakes around) If you want to keep the snowed on effect you could also use a canvas object on top that you regularely copy the sprites on (which can be destroyed after) to save performance.

  • The reason you have bouncing is because your characters animations have different collision boxes. Like if you walk into a wall your character might stop because it is touching the wall and automatically switch to idle, but idle has a smaller collision box and thus is not touching the wall and allows to start walking again.

    It´s a good idea to have a single (invisible) sprite without animations that serves as the characters collision box and have the actual sprite pinned to the invisible one.

  • Instead of setting the angle to a specific number like 30 you set it to the other objects property.

    So set angle to otherobject.angle

  • Nope. You don´t want to apply that force to the collision box itself, but to whatever object the collision box hits. The collision box doesn´t need physics to do that.

    Collision box is overlapping another object > apply force/impulse to object

  • Based on the example you´d have to check each dot if it overlaps one of the non-gravity zones and adjust accordingly. I have no idea if this can be done in an accurate manner. If it can be done it will be tricky.

    You could pre-fire an invisible bird and track the trajectory but that takes time waiting for the ivisible bird to move (and timescale + physics doesn´t work) so probably not a good option either.

  • I think you may have misunderstood something. You can use "set position" with physics BUT you shouldn´t use "set position" ON something that has the physics behavior.

    So setting the position of the collision box on the pickaxe should be fine assuming the collision box doesn´t require physics (which it shouldn´t imo)

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  • I don´t know how the screenshot function works with Steam and if you have to implement some code for it to work, but you can use this code snippet in a script file to disable such browser inputs.

    document.addEventListener('keydown', function(event) {
    	event.preventDefault();
    });

    If you only want to prevent the F12 shortcut you can use this instead.

    document.addEventListener('keydown', function(event) {
     if(event.keyCode == 123) {
    		event.preventDefault();
     }
    });
  • If it´s really just about not having weird internet people in your chatroom you should be able to use wss://multiplayer.scirra.com without issue though. You just need to make sure to change the GAME_NAME and INSTANCE_NAME variables (and possibly also the room name) in the example to something else.

  • I think the comparison doesn´t work the way you did it. But either way I just remembered there is actually a "Pick nearest/furthest" action so no need to use distance :V That should do the trick without any hassle! Could have thought of that earlier. You can just do "Pick nearest goodboy" and use enemy.X enemy.Y as position.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/common-features/common-conditions

  • There´s this (it´s the official signaling server sold by scirra)

    scirra.com/store/game-making-tools/multiplayer-signalling-server-161

    And you maybe want to check this

    construct.net/en/tutorials/multiplayer-tutorial-concepts-579/page-2

    An alternative could be google firebase. This is not the same thing as a signalling server but it has functionality that allows to make a chat. Specifically with the realtime database. It can´t be used to make a realtime multiplayer game though (at least I´m pretty certain it can´t)

    firebase.google.com/docs/database

    It´s important to know though that none of the options are free or easy to do. I haven´t used a signaling server before, I just assume it to be not easy to setup properly. Firebase is doable but you probably want to know a bunch of javascript if you want to use it.

  • Hard to say without seeing the events. You probably need to evaluate who is closer using the distance expression. construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

    The smaller value is closer and then set that as objective. I´d advice against doing this every tick, doing this every 0.3 seconds or so is probably enough.

  • Yeah that´s pretty much what I hoped to avoid but it´s the best solution so far. I actually don´t even need to blend a continuous animation, it´s more a change of a state. Basically my objects can have several different states and when the state changes it should not just pop into the other state instantly.