oosyrag's Recent Forum Activity

  • Are you talking about the multiplayer plugin? Follow the official tutorials, they cover everything you asked.

    For local multiplayer you need two set of controls. They should be under parent events with conditions that pick the correct car to control, such as an instance variable like you mentioned.

    As for your display windows, there is no way to help you based on your vague description without seeing what you have done in the first place. Post an example.

  • https://www.scirra.com/manual/119/touch

    Touch.Xat("1"), Touch.Yat("1")

  • Use a larger light radius on your shadow light object to render penumbras (only supported with WebGL).

  • Don't think it ever worked like that. Since X is the parent loop, the order will be

    0,0

    0,1

    0,2

    0,3

    1,0

    1,1

    1,2

    1,3

    and so on.

    Just swap x and y in the conditions. Also it doesn't need to be in a subevent btw, the two loops can go in the same event.

  • Its always been like this?

    X is "horizontal" (rows), y is "vertical" (columns).

    Because of the way the loop works, x then y makes columns. So the first loop, x=0, runs the y loop - 0,0 | 0,1 | 0,2 | 0,3| ... | 0,7 - after completing, the next x loop runs 1,0 | 1,1 | ... and so on.

    Basically when you have y as a subevent of x, each entire y loop has to finish per loopindex of x. When you take the x loopindex as the y coordinate and vice versa, the position in which they get placed gets inverted as well.

  • They are completely separate systems...

  • First step is to upload a capx example of what you have done. Videos are usually not as helpful. In your particular case, we can't even view the video because it is on facebook.

  • You seem to be operating under some mistaken assumptions regarding layouts and persistence.

    You cannot affect anything on a different layout than the one you are currently on with events, regardless if they share event sheets.

    The persist behavior doesn't have anything to do with memory, it just saves the state of that object for when you return to the layout.

    If a sprite is already loaded into memory in the current layout and is also present on the following layout, it will not get unloaded from memory between the layouts.

    So to do a proper loader layout, you simply load the sprites that you need in the following layout in the current layout. They can be invisible if you want. When you switch layouts, those objects will already be in memory.

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  • Then your problem would be solved...

  • Recommend removing third party plugins from your project and re-uploading to get help.

  • C2 free version allows for 100 events. There is a looot you can do with 100 events if you're efficient about it. It was too lenient so they reduced it to 50.

    A well designed game will not use too many unique condition specific events - instead opting for flexible events that cover many situations by using expressions. If you take a look at the examples, most don't go above 20-30 events, and all the core game logic is pretty much there already.

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oosyrag

Member since 20 Feb, 2013

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