oosyrag's Recent Forum Activity

  • Your blood sprite should be spawned based on your sword's position rather than the boss. To be more accurate, you can pin multiple invisible helper sprites along the hitbox of the sword. Upon a hit, pick all the helper sprites that are overlapping the boss, and then pick the nearest one to the player, and use that position to spawn your blood animation.

  • The C2 manual was available as a PDF. I'd say 95% of it is still relevant to C3. (Edit: it was a single html file - scirra.com/manual.zip)

    I'd like to chime in and request it to be downloaded as a local html document as well though! Navigating the PDF was kinda a pain - having navigation links in a side bar and formatting like it is online would be nice.

  • Try the Job Offers and Team Requests forums - construct.net/en/forum/game-development/job-offers-and-team-requests-28

    The Discord channels may be better for more immediate personalized help and support. There are also many complete solutions with examples in the tutorials section.

    My assumption is that beginners should experiment and try to work through problems so that they can gain an understanding of the thought process behind the solution. Other things that often happen include questions that aren't specific enough, or multiple ways to approach a problem but without context, which is why a "complete" solution might not be immediately available.

    I find it kinda weird that students are expected hire a professional or a freelancer to do their class work? Or maybe that's just me.

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  • There are ways to disable right click via javascript.

  • Looks like a fixed path. You can do this with waypoints. When you tap, you move towards the next waypoint, and you can assign current and next waypoints based on vertical position.

  • You can. Sort by Y works fine for me.

    Try using text objects in your project to visualize/debug the array, the array data in the debugger can be hard to read.

  • Put the Enemy object into a Family.

    Enemy behaviors - Solid, Custom Movement

    On Enemy overlap Family - Enemy, Custom Movement, Push out solids.

  • If the peer position bounces back to the original position, that means that the host either not receiving the peer inputs or not properly applying the peer's inputs to movement.

    The host is authoritative - if the peer events move an object but the host does not, the host will correct the peer.

  • I keep saying that MoveTo is not the same as tweening, but Ashely won't listen.. These two behaviors look similar, but serve different purposes.

    With tween you can't make an object to accelerate to max speed, move at constant speed for some time and then decelerate to zero and stop. Yes, you can use one of the "In-Out" functions or linear, but this will not be same.

    MoveTo can change direction and continue moving at the same speed to a new position. Tween can't do this.

    Tween can't be stopped by solids.

    With MoveTo you don't have to care about the time - you tell the sprite to move to a position and that's it, it will arrive when it will arrive. With tweening you need to calculate the duration, which depends on the distance, approximate speed and chosen function.

    The list goes on...

    What would the differences between moveto and bullet be (I haven't used moveto)? Sounds the main addition would be setting a target destination and rounding/truncating the last step for precise movement. Maybe adding this functionality to the bullet behavior would be good?

  • Are you using peer and host groups for events?

    Upon getting kicked, all peers will try to reconnect, the first one that manages to do so will be the new host, and will need to enable and disable it's peer/host event groups as such. Otherwise, it will remain using peer events even though it is the host now.

  • Minimal example - dropbox.com/s/rdlifbmm83uj113/splitscreen.c3p

    wasd to move the left side, arrow keys for the right side.

    Make sure each viewport, along with its own content, is on it's own layer with "Force own texture" enabled. This makes sure the "mask" blend mode only effects objects on its own layer.

    The way I've put it together is just one way of doing it. Explore blend modes with scirra.com/arcade/tutorial-games/blend-composite-modes-sandbox-27823 to see what works best and makes the most sense for yourself.

  • Thanks! Should have mentioned 8 direction isn't setting the sprite's angle, but simple enough to use an instance variable instead of the angle.

    It's an isometric view, using 8direction.movingangle to set the frame showing which direction the sprite should face. First issue occurred when stopping, the sprite would always face right. Got around this by updating the animation frame only when not stopped, but that would still always end up at 90 degree angles due to how the behavior stepped motion.

    Looks like the key is to stop updating the angle upon releasing input. I don't think I need to use anglelerp, although its nice how it normalizes different ways angle is represented.

    Second issue was an input that would add a short burst of speed. While moving is fine, but when stopped it would always boost to the right. I don't see a way to specify angle of motion with 8 direction in an action, so I guess I'll just have to set vectors based on the stored angle.

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oosyrag

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Last online 9 Feb, 2025

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