oosyrag's Recent Forum Activity

  • Use a timer behavior. Start on each key pressed, stop and reset on e key released. On timer completed, success.

    Use timer expressions to represent the time remaining if you want.

  • Most straight forward way is using families. Put the sprites in a family. On Sprite collide with family, push out Sprite with custom movement.

  • It still isn't clear what you are aiming for.

    Are you trying to create a visual representation of an array?

    You say it is for sprites, but then your example says text boxes. You didn't describe what your array values are or how they vary, or why you need to stack so many if/else events.

    After you familiar with loopindex? If you're trying to do what I'm guessing you are, it usually takes no more than 1 event with a loop.

  • With other asynchronous objects, there is always a trigger condition to use the returned value immediately. On the other hand, those usually support tags. I don't know if you'd be able to apply something like that for your own system. Maybe someone else more familiar with the topic can help, sorry.

  • Tried C3 on mobile - Android 6.0.1 chrome beta 58.0.3029.54.

    Didn't get very far - had uncontrollable urges to hit back button to go back, and that closed the browser tab without warning or saving.

  • You'll have to load an animation from url one frame at a time - there is no way to import a single animated file dynamically.

  • Rather than set a return value, can you set a variable (or push to array) directly? I was under the impression that return values in construct were mostly for interfacing with JavaScript directly, I've never really needed them.

    After you have your values saved to data structure of choice, you have more control to schedule what the function object returns on any given tick.

  • Feel free to PM me with any specific questions you may have, conceptual or in practice if you have an example you are working on.

    The official multiplayer tutorials are excellent and features tons of very concise information. They go into "what is best" and "why" on top of "how", in addition to giving you the background necessary to understand the "why" as well. Unfortunately this much information may discourage newcomers just looking for the "how". For me, it was great since I love reading and understanding the "why" behind the "how".

    A more easily accessible tutorial might start with just the basic goal of multiplayer - how to send data from one device to another. Leave the "What should you send, why, and by what method" for another tutorial, or in this case, the official ones. This also describes what you should use the plugin for.

    Honestly though, anyone skipping out on understanding all of the concepts behind multiplayer is in for a very very rough time dealing with all the nuances of bandwidth and time-delayed communication and its implications.

    As for users - it has been mentioned a few times that the multiplayer plugin gets very little utilization. I think most people are not able or do not realize what it takes to design multiplayer integration, and get discouraged when all the information is presented. Besides understanding how to use the plugin is actually making a game! I wouldn't be surprised if a very small population of users have completed games, regardless of multiplayer. For example in my case - just because I have a very clear picture of the plugin's capabilities and how to put it into practice doesn't mean I can put together a good multiplayer game!

  • If you dig into it a bit and take the time to learn it, the multiplayer plugin is actually pretty feature complete as far as Construct goes. If you're looking for a fully featured back end service, there are plenty out there already.

    I might be inclined to write some lighter tutorials targeting specific multiplayer uses that aren't clearly covered in the official tutorials.

    Edit: how exactly would you like to see the plugin improved? It sounds like a case of just having a hard time understanding the tutorials.

  • Can't immediately wrap my head around your requirement, but yes generally speaking you should be able to utilize loops.

    Do you have an example of your source and what the final result should look like?

  • The particle object has always been relatively limited, and the usual advice is to create your own particles from sprites. It is generally pretty quick and painless to do by slapping a bunch of behaviors (bullet, fade, rotate) on a sprite and spawning them with a Every X seconds event. You then use choose() and random() expressions to get variance. You'll have significantly more control over pretty much everything, including what do do with the sprites after.

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  • Again, if you're registered and making money, you are not supposed to be using the personal license.

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oosyrag

Member since 20 Feb, 2013

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