oosyrag's Recent Forum Activity

  • Ashley maybe it could be worth considering changing the layer field default for the System-Create Object action (and others?) to be the name "Layer 0" rather than 0?

    It would help in the situation where a user does significant work on their project, then decides to add a background or other layer beneath the initial one. Currently they would have to go back through all their events that created objects and update the layer field for each.

    The second benefit would be for those who don't realize you can use layer names to reference the layer at all, as it really isn't immediately obvious.

    I can't currently think of any situation where using the layer index would be preferable to the layer name.

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  • For AJAX, recommend using dictionary object to store LastData, as you can use the AJAX.tag as your key. This allows you to create a single catch all event for any number of requests and tags, rather than having to create a specific event and condition for each tag/request.

    If you need history or logs, you can add a for each key event (with an incrementing counter) to push to an array. An additional step would be to add a comparison to check if the current key actually updated from the last pushed data in the array before pushing whatever is in the dictionary to the array (prevent duplicates/unecessary update).

    Sorry again for not having any ideas for websocket, I've never touched it and not familiar with the mechanics.

  • AJAX can support multiple simultaneous requests via tags, but no ideas for WebSocket.

  • This is addressed in the manual. https://www.scirra.com/manual/42/layers-bar

    [quote:1fffye9k]A number to the right. This is a zero based index of the layer (the first layer is number 0, not 1). If you need to enter a layer number in the event system, this is the corresponding number. (You can also enter layer names in the event system which might be more convenient if you regularly reorder layers.)

    Some quick experimentation reveals that to refer to a layer by name, you would use quotation marks, while a variable or other expression with the same name can be referenced without quotation marks.

  • There might a way to simulate it... just had an idea, didn't try it myself.

    Your list box can have a blank item. Have an event, when you select the blank item, to set focused a text box (invisible, or maybe overlapping the list). Upon finishing, add the textbox.text to a new list item.

  • It will be difficult for anyone to assist you without a capx to diagnose.

  • 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

  • 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.

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oosyrag

Member since 20 Feb, 2013

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