oosyrag's Recent Forum Activity

  • There are a few ways to keep an object in place relative to the viewport. The example currently sets the canvas position relative to the sprite object.

    You can use the anchor behavior on the canvas, put it on a layer with parallax 0, or set position relative to the system viewport expressions.

  • I assumed from your reply that you were not interested in this method so I didn't revisit it. It was a pretty quick modification though.

    dropbox.com/s/p2ilod6sl892gga/splitscreenexample.c3p

  • Set the offset to either 1/4 or 3/4 of the duration of the sine.

  • Separate your "horizontal" (x,y) movement and your "vertical" (z) position of your sprite. The horizontal position will be a linear tween, while the vertical position will be an additional y offset based on the horizontal position. The vertical motion will start from a velocity of your choosing (delta y, launch speed), which changes by a negative constant every tick (gravity). This should work at any angle/direction you want to go in.

    You can additionally add a size scaling based on your vertical position.

    Edit: I found an old example that had something similar, re-purposed it for this. Can probably be refactored, but you can see the general idea. dropbox.com/s/w2jhdv7oe62gdc4/verticalarc.capx

  • Your best bet is probably to either write to local storage every time you need to make a savable change to data if you're making a stateful game, otherwise just auto save pretty often if you're using the system save action.

  • You'll be interested in this part in particular:

    Offset every object by the difference between player 1 and player 2

    Paste to canvas

    Return objects to original position

    The canvas portion of the screen will show the area around one player, while the normal viewport will show the area around the other.

    I'll make a more usable example later.

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  • Syncing needs to happen before the object is spawned. Usually this is done on start of layout, and only needs to be done once.

    For a card game, you don't necessarily need to use the sync feature. A more straightforward method could be to simply send messages between peer and host, and have events on both host and peer side to handle what happens when any given message is received. It will be up to you do keep the host and peers in sync in terms of what is shown, but this is relatively simple to check and implement in a turn based or card game.

    I recommend you to actually follow and complete all four multiplayer tutorials until you can understand everything that is written on the multiplayer plugin's manual page. Implementing multiplayer isn't easy - it basically amounts to making two versions of your game that rely on outside (each other's) inputs.

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  • Maybe I was wrong. Else does always seem to run after loops no matter what. I looked at the example file I made and it looks like I didn't end up using else after a loop after all.

  • Bounce off solids with the bullet behavior will treat corners as rounded.

    LOS ray casting will get you the "real" angle of reflection on collision with solids.

  • This thread is almost 3 years old.

    I for one find the documentation quite excellent and it is one of the main reasons I liked Construct to begin with. The manual is very precise and doesn't need to be bloated with examples everywhere. Plugins, behaviours, and expressions are flexible and able to serve many tasks. It would be ridiculous to try to cover all use cases with examples. And if not, then you run into the same problem where what you're specifically looking for might not have an example, as if you were searching on the forums or tutorials.

    Certain new features or plugins might not be immediately documented, but those get entries pretty quickly, not to mention blog posts that explore the new features.

    I wouldn't mind a method for centralizing the location of information. Sometimes I recall reading something useful and I can't remember if it came from a blog post, forum post, or tutorial.

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oosyrag

Member since 20 Feb, 2013

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