oosyrag's Recent Forum Activity

  • How are you positioning your camera in the first place?

    I would normally use a scrollto behavior on an invisible helper "camera" sprite. Then you can do all sorts of things such as check x and y position or use overlap conditions.

  • I would break up the game's effects into functions. Functions are useful when you plan on reusing a similar set of actions across different events with different condition. For example, and end turn function could be referenced when a player manually presses a button, or it can be caused by playing a certain card.Function parameters are also flexible and useful for organizing variables. A life gain function could use 2 parameters to define target and amount - lifeGain(playerb,4).

    As your game gets more complex, you can just add additional functions for new effects that should normally be isolated from previous ones. Watch out for recursive functions though!

  • This is not possible in Construct 2. You can use multiple text objects as a workaround. Construct 3 has plans for supporting this feature in the future.

    Edit: Never mind! Guess I'm way out of date ><

  • It was a minor mistake - your chat layout does not have an event sheet attached to it.

  • Link got truncated

  • Study the multiplayer tutorial. If you're going to try to make a multiplayer game without understanding how all of the multiplayer tutorials work, it will be very difficult to get anywhere. If you have a good grasp of the tutorials, you should be able to apply them to a simple platformer. Unfortunately, anything to do with multiplayer isn't going to be simple, and its hard to just take the example and change it if you aren't familiar with how it works.

    If you have gone through the entire tutorial, what have you tried so far? Here is a quick checklist off the top of my head. You could probably get more help if there was something specific you are stuck on and could ask about.

    Create the base game.

    Join a game/room/session via signalling service. Enable host events if first to join, else enable peer events.

    Host - Create, assign, and sync player objects as self/peers join. Receive inputs from players and apply to correct player objects.

    Peers - Send inputs to host. Apply same inputs to relevant assigned player object for local input prediction.

  • You probably missed or changed something. Without seeing your version, it would be impossible to say.

  • Its not very clear from your description, but is there any reason you're using an intermediate instance variable to store the sprite angle to set the dash angle? I assume the bullet behavior speed is normally 0 or disabled outside of dashing, and dashing always happens towards the mouse. The problem might have to do with which the order in which you set the sprite angle, take that and save it to its instance variable, and have the bullet angle set towards the instance variable value every frame. The first frame upon dashing may not have received an updated angle until the following frame, which may cause some irregularities. Try simplifying it to only set the angle towards mouse position during the dash event - set bullet angle to "angle(sprite.x, sprite.y, mouse.x, mouse.y)". This expression gives you the angle between the sprite position and the mouse position.

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  • https://www.scirra.com/tutorials/5005/m ... ing-lights

    [quote:1fgg8qfn]If you want them to show without lighting, you may need to have duplicate objects at the same position on one of these above layers. The underneath object exists solely to cast the shadow, then the object on top is for appearance.

    Or conversely, if you want something NOT to show, you should be able to hide them with a shadow caster object.

  • Basic idea:

    On Hit condition - EnemyObject move at angle angle(player.x,player.y,enemy.x,enemy.y) distance

    "angle(player.x,player.y,enemy.x,enemy.y)" gives you the angle between the player and enemy

    This results in the enemy sort of teleporting away from the player when it gets hit. For smoother motion over time, you'll want to use a bullet behavior on the enemy - set the angle away from the player with the angle expression as before, set a speed, and have that speed decay over time.

  • First you will need to build the game, to visualize the board, define the rules, and handle user input.

    Then you will need to create an AI algorithm, which generally involves calculating all possible moves in any given situation, and choosing the "best" one. Here is one guide: https://medium.freecodecamp.org/simple- ... 55a9266977

  • While I don't know the specifics, if I were to approach this problem with no previous knowledge, I would look into retrieving a directory listing via AJAX, then parsing it to determine the contents, then run a loop to load each file.

    The directory listing format and availability would be dependent on the web server software where the files are located.

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oosyrag

Member since 20 Feb, 2013

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