oosyrag's Recent Forum Activity

  • I was wondering about this too. There used to be a link that let me see all the threads I had participated in, sorted by last reply chronologically. Neither of the links under the avatar do quite the same thing.

  • First thing that comes to mind would be to put a "cookie" in localstorage. But localstorage isn't really accessible or shareable to begin with so I don't see why this would be a problem?

  • AJAX is simply a method to get data from an outside source, like a text file.

    The tool mrtumbles is referring to would be something that generates or edits that text file. You can make it yourself, or it could be done with something existing like notepad or excel. The format is up to you.

    (Modding Tool) creates (Data/Configuration File) loaded into (Game)

    By changing your file, you change your game.

  • There are a few ways to go about this, depending on the scope of whatever you are trying to achieve.

    A straightforward way would be to build your game engine around external files or project files loaded by AJAX. They would contain the values for moddable variables in your game. If you change the project file, then different values would get loaded.

    From there, a more advanced option would be to load sprite assets from URL, again either from project files or external files. You can have an xml document to provide a list of links to all assets that need to be loaded, and change that file if you want different assets.

  • For starters, if an object is created, it is already automatically picked for actions immediately following the creation of the object.

    Otherwise, if you need to pick an already created object, you can do it by IID or UID, which are values that can be passed as parameters.

  • That depends on how you set up your inventory in the first place, there are many different ways to do an inventory.

    If you have two instances inventory arrays, assuming you can already add and remove items, it would be as simple as removing from one and adding to the other. To pick the correct inventory to manipulate, you can utilize containers. This way your inventory array will be attached to a sprite or other object you can pick by mouse or touch.

  • agent11 is correct.

    In the event you need non-identical tiling or collisions, you should utilize a tilemap instead.

  • Free version workaround:

    Utilize a separate helper sprite with the same properties as your tiled background. Spawn the helper sprite as you would your grass - if it doesn't overlap a grass, place the actual grass tiled background object. If it is overlapping, then skip that step and move on to the next. Delete the helper sprite afterwards (or just move it to the next position).

  • You need to change the game name and/or instance name to be unique. The signalling server has nothing to do with that.

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  • You'll want to utilize families.

    Put your tiled background into a family. Then you can use If tiledbackground overlaps family, destroy tiledbackground and it should only destroy tiledbackgrounds that are overlapping.

  • + On Start Layout

    + For "loopx" from 0 to layoutwidth/32

    + For "loopy" from 0 to layoutheight/32

    • Create sprite at loopindex("loopx")*32,loopindex("loopy")*32

    Assuming your origin is top left of sprite. If you want it center, you'll need to add sprite.width/2 and sprite.height/2 to offset the respective x and y values

  • Scirra provides a signalling SERVICE. This is used to connect peers to each other. As the multiplayer plugin utilizes peer to peer networking, the first peer to connect to a game becomes the host, and that is your "server".

    To control who connects to your game, you will want to use a unique Game Instance name. Then only people running the same game will be able to join.

    You should read, follow, recreate, and understand all of the multiplayer tutorials before trying to make a multiplayer game to avoid running into significant difficulties down the road. Good luck.

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oosyrag

Member since 20 Feb, 2013

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