oosyrag's Recent Forum Activity

  • Technically yes in that you would be able to make a multiplayer game where others can see your user name, but definitely no to the application you're implying. The particular solution I mentioned would be local to each device only, so there would be no shared database of usernames and passwords across the internet.

    If you want to make an online game, you'll need a server or other third party service/backend database to store and authenticate usernames and passwords, which may be beyond the scope of the average user on these forums. You have a lot of options out there, but I'd recommend using something like the google play game services or the facebook plugin rather than trying to build your own.

  • Just a quick heads up, the things you mentioned are already triggering alarm bells in the back of my head. "Isometric View", "Gamepad", "Inventory", and "Dialogue Trees" are all topics I wouldn't consider beginner material. On the other hand, there are significant amounts of existing resources like tutorials and examples available for these topics if you look for them.

    You'll probably run into many of the same logical problems regardless of what engine or platform you decide to work with, though I have limited experience with others.

    Try out the beginner tutorials first, and see if the way Construct's event and picking systems are structured make sense to you. Then if you get stuck on something specific you are trying to do but can't figure out or find a tutorial for then ask again on the forums and I'm sure someone will be able to point you in the right direction.

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  • The simplest system would be local, using the localstorage plugin.

    The username would be the key, and the password would be the value. Upon a user entering their username and password, you would check if that key/username exists. If it does, check if the value/password matches, then proceed or stop. If the key/username does not exist, write it to localstorage.

  • If you want the score to keep increasing during the time your player is stopped on the block, use the "every x seconds" and "player is overlapping block" conditions together in an event to increase your score.

  • Construct can do it, but I suspect there may be more specialized tools like ren'py that might make your life easier specifically for visual novel type games. I'd recommend just trying it out on either platform with some basic project ideas to see which you are more comfortable with.

  • I believe the date plugin is not time zone aware.

    But since the unix epoch began at midnight UTC, to get the last midnight in UTC, you would simply omit the hours, minutes, seconds, and milliseconds parts of the timestamp. To do so, add date.get(year), date.get(month), and date.get(day) together. This will result in the timestamp leaving out the hours, minutes, seconds, and milliseconds since the last full day.

    How to take into the account the local time zone I do not know.

  • If your bullet objects are using the bullet behavior, you need to set the object's bullet angle of motion after creating it, not just the object angle.

    The expression angle(enemy.x,enemy.y,player.x,player.y) would get you the angle from the enemy towards the player. Or you could just set it to enemy.angle if the enemy is already facing the player.

  • First, place the correct answer/value in a random position. Store this value so that you have something to compare the user answer with as well as to check against a duplicate when picking random values in the next step. For each of the remaining three positions, chose a random non repeating letter by using the advanced random plugin. If the correct answer is randomly picked, then ignore that result and use the next result.

    To use the advanced random plugin, first use the create permutation table action with offset 1 and length 26. This will generate the numbers from 1 to 26 and then randomly shuffle them, each one corresponding to a letter of the alphabet. To retrieve the values, use the AdvancedRandom.Permutation expression, where AdvancedRandom.Permutation(0) would be the first value, AdvancedRandom.Permutation(1) would be the second, and so on.

    So for each answer choice that isn't the correct one, put the next permutation value in sequence (since they're already shuffled), only if the value doesn't match the correct choice. If it does, skip that permutation and continue with the next.

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    Edit: Apologies, I had no idea. See below.

  • In the animations editor, you can set an image point where the mouth is. You can then use the sprite object's spawn action to create a bullet at that point.

  • Sounds like you're describing mesh distorting applied to a 9-patch style object to me? Or basically a flexible 9 patch that can be created with a dynamic number of edges to make any polyhedron, or even just a circle with repeating center/edge textures that can be mesh distorted... That would be pretty nifty.

    Otherwise, you can already distort a sprite or tiled background directly, or use a mesh distorted sprite with a blending mode applied on top of a tiled background to paint "textures" over dynamic shapes.

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oosyrag

Member since 20 Feb, 2013

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