oosyrag's Recent Forum Activity

  • If you're not using tilemap, you'll want to check if an object (wall) is overlapping at that random point instead.

  • Assuming you're using a tilemap.

    The first step is to pick a random point to check if it is valid or not. You'll need to save this point to a instance variables, since if it is valid after checking we'll want to move to that spot.

    First set variables targetx and targety to round(random(layout.width)) and round(random(layout.height)).

    Use system compare two values to check if tile at that location is valid. tilemap.tileat(positiontotilex(self.targetx)),positiontotiley(self.targety)) = valid tile.

    If it is, then set pathfinding move to targetx and targety. Else run the event/function again with a new random target.

  • From my own experiences, I've found updating text objects every tick can cause major slowdowns, especially when more text objects are involved. I would say best practice would be to update the text only when it changes, usually by putting the set text action in the same event that causes the change in the first place.

    If you want to save and simplify the events, containers are perfect for this situation where sets of certain objects are always associated with each other. When picking any of the objects in a container, the associated instances of the other objects in the container are picked at the same time too.

  • An iframe should work.

  • Kiwi Story is a pretty big project! Probably best to mess with the two beginner tutorials more.

    Here's how I dug into it...

    First I was looking for the events that control inputs. The ePlayer event sheet seemed like a good bet so I started there, and indeed there was a "Player Input" group. This group looked like it had various input methods like keyboard and gamepad doing the same thing, calling the player move/turn functions. The functions I found in the next section below, where I could see that movement used the platform behavior, on the Player_Base object. So the Player_Base object is the one with the platform behavior settings. I found under Object Types > Level Objects > Player > Player_Base.

    However when clicking this you might see that all the properties on the left says "No Instances", so we need to find where this object is placed on a layout in the project to set the defaults. You can do this by right clicking the Player_Base object and then "Find all references". The first entry shows that it is on the ObjectBank layout. So open that layout, then you can modify the default platform behavior properties.

    Note that half of the above complexity was digging/searching through the organizational structure of someone else's project, you normally would know where things are set in your own project!

  • Are the videos embeddable? Have you tried using the iframes object?

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  • Looks fine? Does it work?

  • On event 13, you aren't picking any text objects in the conditions, so the actions apply to all text objects instead.

    You'll need to either have some way to identify the correct text object to set, or set the text at the same time the text object is spawned, which automatically picks it.

    To associate a text object with a sprite object, you can put them both in a container, or upon spawning set an instance variable in the sprite to text.uid (or the other way around). Then you can use the pick by uid condition (Or pick by compare instance variable, if you did it the other way).

    It looks like setting the text when spawning isn't going to work in this case since you want it to update every tick.

  • Try adding a "for each" sprite object condition and see if that resolves your issue.

  • Assuming your scroll speed is a variable...

    You can use the every x seconds system condition to increment it.

    Or you can use a timer behavior on triggered.

    Or you can set it based on score, if that's something you're keeping track of.

  • Zoom out in the layout editor.

    Or just draw it.

  • Check out the Blend Modes example. editor.construct.net

    The one you'll be interested in is Source In. To set up, the mask and the map should be on the same layer, with the force own texture property checked. The mask should be at the bottom of the layer, while the map is on top. The mask has no blending option set, and the map is Source In. The filled in opaque of the mask are what will show, and the transparent areas will not be visible.

    You will move your map sprite object according to how the player moves, scaled to however your minimap scale is compared to your actual layout. Alternatively you might be able to do it with parallax settings on the minimap layer.

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oosyrag

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