oosyrag's Recent Forum Activity

  • Conditions -

    Player - Pick nearest enemy

    Compare two values - distance(player.x,player.y,enemy.x,enemy.y) is less than HomingDistance

    Action -

    Player - Move at angle - angle(player.x,player.y,enemy.x,enemy.y), distance 1

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  • In the 8 direction properties (you're using 8 direction behavior right?), turn off the "set angle" property. Then add an event: every tick, set player angle towards mouse.x, mouse.y.

  • You can add a list item to a list box, but you'll need to do so from another seperate element like a text box.

  • https://www.scirra.com/tutorials/73/sup ... reen-sizes

    https://www.scirra.com/blog/112/remembe ... our-memory

    *For reference, a desktop pc with dedicated graphics might have 1-2 gigs of video ram, while an integrated chip might have 256 megs. Generally speaking, PCs can also allocate system RAM towards graphical memory, usually 1-2 gigs available there.

    typewriter-text-effect_t63552

    No experience with steam, but usually you want to package your program into an executable. There are third party install packaging programs that do this. You probably want a custom executable icon while you're at it.

  • Admittedly I don't have a perfectly clear image of your goal, but have you considered utilizing a percent chance to speed up after a certain point rather than a random fixed number? The result should be similar.

  • Use an invisible helper sprite with the scroll to behavior rather than using scroll to on the player himself. Position the invisible sprite a set distance above the player (or however you would like the camera to behave) every tick.

    EDIT: Or just use the scroll to x,y system action every tick instead of the behavior. Then you can use player.x, player.y+distance for your coordinates.

  • Anyway, I'm sure there has to be a way to allow exported projects to request not only https URL's but also http URL's. By default, http are blocked.

    It should be a setting on your host rather than anything you do in your project.

  • > If you want AJAX requests to your server to work from any domain, or in preview, you can configure it to send the following HTTP header:

    >

    > Access-Control-Allow-Origin: *

    >

    You can add this in preview now!? How does one go about setting this?

    From what I understand, it is a server/host side setting that can be configured into your web service (apache). Basically it means, from your server's point of view, that if a website or program that ISN'T on the same server requests a file, that it is OK to send it.

    When you preview, your domain is basically local host, which is a different domain than your web host at http://www.****.com. So your request won't go through by default, unless your web host is specifically configured to allow it.

  • Newts first method is the approach I would attempt, and as he mentioned it is not simple. Although I'm sure the performance would be significantly better than having 15000 objects loaded at once.

    I'm assuming that the player only sees a tiny fraction of the total 15000 tiles at any given time. You'll want to create those tiles at runtime within a set range around the player. The method of generation would probably be via an array containing tile coordinate and ID information, or from a seed.

    You may even be able to use exported data from a map built in program like Tiled, as isometric tile data is more or less the same as orthographic, just displayed differently.

  • Layer properties - set Parallax to 0,0, scale rate to 0.

    Make sure your HUD elements are on the top layer and top left of the layout where you see the dotted lines.

  • One possible general approach:

    Create a variable - movesRemaining

    Set movesRemaining to dice roll result

    Upon moving, if movesRemaining is not 0, subtract 1 from movesRemaining

  • You didn't follow what I said then.

    https://www.dropbox.com/s/r6phr3nl90rbq ... .capx?dl=0

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oosyrag

Member since 20 Feb, 2013

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