oosyrag's Recent Forum Activity

  • 3d is an illusion. The engine is still 2d and works on a 2d plane.

  • It doesn't matter.

  • Does it work with double quotes instead of single quotes?

    Edit:

    + Touch: On touched Sprite

    -> Browser: Go to "tel:+1234567890" in a new window ("_blank")

    works fine for me.

  • When working on AI, just keep asking the questions: what do I want the computer to do, and when do I want it to do it? Those are your event actions and conditions. Keep adding layers of events to it and eventually you'll have something usable.

    Using an instance variable to keep track of states can be a powerful tool to organize different behaviors in different situations.

  • The old ideas page did get archived, and there is a new one.

    construct.net/en/forum/construct-3/general-discussion-7/announcing-new-construct-161682

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  • You'll need to connect to the room first to be able to verify the password with the host. If it doesn't match, then disconnect.

    Otherwise, you'll need an intermediate (matchmaking) lobby/server that has all the rooms and passwords that peers must first connect and validate with before joining further rooms.

  • Else is a system condition.

  • Found it. Your cast ray action currently is:

    -> LaserTurret: Cast ray from (Self.ImagePointX("Tip"), Self.ImagePointY("Tip")) to (cos(Self.Angle) × Self.LineOfSight.Range, sin(Self.Angle) × Self.LineOfSight.Range) (use collision cells True)

    It should be:

    -> LaserTurret: Cast ray from (Self.ImagePointX("Tip"), Self.ImagePointY("Tip")) to (Self.ImagePointX("Tip") + (cos(Self.Angle) × Self.LineOfSight.Range), Self.ImagePointY("Tip") + (sin(Self.Angle) × Self.LineOfSight.Range)) (use collision cells True)

    Your ray was basically shooting towards somewhere near the origin, but you had set linieofsight range so high that it wasn't easily noticable when aiming always downward.

  • Ok I was able to recreate it when using high x values on a larger layout. I don't immediately see anything that could be the problem, it could be a bug. Will check in more detail when I get a chance.

  • Oops my mistake, I missed it. I guess when it didn't show right away and I scrubbed forward it skipped over it entirely since the video was so long.

  • It might be a good idea to include a preview of the final result at the beginning of your video, especially if the video is two hours long.

  • AFAIK unused layouts and event sheets are negligible in terms of download size, and since they aren't loaded they wouldn't have any cpu, gpu, or memory overhead for the end user. Unless you've got huge amounts of unused sprite objects/textures that you don't want accessible, then not much you can do besides set up a good file versioning system in your workflow.

    Basically even if had the option to choose not to export a specific layout, the assets of a project are global and would be included in the file size regardless of what layout they are used in.

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oosyrag

Member since 20 Feb, 2013

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