oosyrag's Recent Forum Activity

  • You can try searching in the addons section for Construct 3.

    construct.net/en/make-games/addons/98/rgba-channel-separation

  • The games you mentioned pretty much all had different implementations of pathfinding. Which one would you want to be default in construct? They all had different limitations and solutions, there isn't a one size fit all.

    Even Starcraft, which came significantly after some of the games you mentioned, used different pathfinding algorithms for certain units only, within the same game.

    Here's an example codeofhonor.com/blog/the-starcraft-path-finding-hack

    The reason you haven't been able to find a solution for the sprite overlay problem is because even the big name developers couldn't find a solution for it, they just designed around it and hid it well. Case in point, some units like air units and zerglings don't move in formation at all. They just lose collision with each other while moving, and spread out when they get to the destination. A good developer will focus on making a fun game look good, rather than get stuck on a specific requirement like non overlapping units that doesn't matter in the end anyways. See what this guy did - striketactics.net/devblog/starcraft-1-pathfinding-technical-analysis

    Here's another great article. tl.net/forum/starcraft-2/132171-the-mechanics-of-sc2-part-1

    Note that Starcraft 1 (Brood War) relies extensively on a* pathfinding, which is exactly what Construct gives you. How you implement it is up to you though.

    Swarming boids style movement used in Starcraft 2 can also be done using the 8direction behavior in addition to pathfinding. That's another huge topic as well, but that could be a specific thing that I wouldn't mind seeing added as its behavior in Construct. construct3.ideas.aha.io/ideas/C3-I-1680

  • Steering wheels are probably like joysticks and treated as controllers. You should be able to access their input via axis expressions.

  • There's nothing in there that creates a new Sprite4 line. You're just moving one around.

    Try this:

    Get rid of the function call in event 1

    Add a System - Create Object Sprite4 in event 2

    Copy all the actions from event 5 to event 2 after the Create Object action

    Move the System - Create Object Sprite in event 2 so that it is the final action in that event.

    You can get rid of the function I think. You can also combine events 1 and 2, no need for a subevent here.

  • First paste a color wheel onto a drawing canvas object. Then use the save snapshot action. Afterwards you can use the snapshot(rgba)at(x,y) expressions to get the color from any given pixel in number form, and do whatever you want with it.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/drawing-canvas

    SnapshotRedAt(x, y)

    SnapshotGreenAt(x, y)

    SnapshotBlueAt(x, y)

    SnapshotAlphaAt(x, y)

    Return the red, green, blue and alpha components of a pixel in a saved snapshot. The position is given in pixel co-ordinates, and the returned value is returned in the 0-100 range. For more information see the section Pixel manipulation with snapshots above.

  • In event 5, create a text object with the fade behavior at enemy, and set text to damage amount.

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  • It's not that clear what you're asking for... What does your drawline() function look like?

    But if I had to make a guess it seems like you are not picking any instances of Sprite4 in event 2, so the new line and the existing ones get stacked on top of each other, looking like there is only one line.

    You need to specify which Sprite4 you want to apply actions to. Usually this is done automatically if there was a system-create object action in the same event, but in this case it looks like you create it via a function so the auto picking didn't apply.

  • Here's an example. You would replace the localstorage events with whatever your server uses.

    dropbox.com/s/3diz2xukc4732zg/LocalstorageSaveArrayExample.c3p

  • Exactly. Memorize, or rather the program will remember for you.

    Bonus you might not even need an ID field, since the x index of the array is basically an ID. Unless the ID field refers to an external number of some sort then you would still need to have it.

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  • Use a object with the bullet behavior and enable gravity in the properties.

  • I think I understand...

    Like I said earlier, the simplest way would be to keep your local data in an array. You can get the entire array as a json string by using the array.asjson expression. Send that to the server for storage.

    Retrieve the array.asjson from the server, and use the array load action to get it back into an array, to append and modify as you wish.

    There's no reason you need to convert the array into key:value pairs unless I'm totally missing something, like you needing to modify or access it with a third party program that can't handle json arrays for some reason.

    The other option would be to use the json object actions to set each path, object, and value, then send json.tocompactstring to the server. Then you can retrieve it and use the json parse action to load it up and be able to modify it again.

    I'd think the array method is cleaner/easier though.

    Edit: I can put together an example using local storage as the "server" later if you need.

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oosyrag

Member since 20 Feb, 2013

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