oosyrag's Recent Forum Activity

  • The built in tilemap object is for straight grids only I'm afraid.

    There might be plugins to handle isometric tilemaps.

    Otherwise, isometric tilemaps are rather well documented online and it should be a small commitment to recreate a custom isomentric tilemap system with arrays and positioning the tiles via events. This way you can even do your level design in a spreadsheet and import that as a .csv project file to keep things flexible.

  • Sorry no.

    If you try to put it together as much as you can first and run into any specific problems you can't solve, then post a capx on the forum and I, or anyone else, would be glad to help.

  • A fixed path should use significantly less resources than pathfinding, especially if you have large amounts of objects pathfinding.

  • Quick answer - Yes online multiplayer is doable.

    But when you say "on steam" do you mean integrated with steam's matchmaking functionality/friends lists ect.? Then I have no idea how to go about that.

    If you design with the multiplayer plugin, it will work on its own with or without steam.

    Looks fantastic by the way!

  • Is the path fixed and unchanging (can you block the path with towers)? Then you don't need pathfinding.

    If your path can change dynamically in game, then you need pathfinding.

  • To control the amount of "ammo", you will use a Counter variable. Every time it shoots, add one to this variable. Use a condition to check if it can still shoot (Counter<5).

    Speed of the bullet can be set in the speed property of the bullet behavior.

    Frequency between rounds or cooldown is another application of a Counter type variable. Alternatively, you can use the Timer behavior.

    Accuracy can be determined by setting the angle of the bullet. Instead of setting the bullet angle to the angle of the turret, you can use an expression such as Turret.Angle+random(-5,5).

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  • Actually now I think it has to do with how text objects are rendered as part of the game while form objects are layered html elements on top of the game.

    Which is unfortunate as layers/blending modes can't be used properly in conjunction with form elements

    If that is the problem, would it be difficult to at least add border and background color settings/properties to the text object?

  • Here is a thread with some information regarding text, see if it helps.

  • Scale inner/outer is what you're looking for. You'll just need to design the layout so that your grid fits in all aspect ratios you want to target.

    If you use letterbox scale, the on screen keyboard will resize the window and cause your screen to shrink.

  • Sorry, still not sure I understand why you need to clear it...

    Regardless, there is no way to delete a save state with the system save action.

    An alternative is to use local storage to manually save and load data, and you can clear those as you wish.

  • Was there any particular reason CSS is supported for form elements like Button or Textbox but not Text?

    It would be a huge boon for me to be able to style text objects directly for certain UI elements, rather than making a sprite or 9-patch to pin the text to and having to set up containers or manipulate them seperately.

  • When using the LOS behavior, it applies to the whole object, as in any part of the object - in this case your entire tilemap. I assume that isn't what you are going for.

    Edit/Disclaimer: I'm actually not 100% certain about this, I haven't actually tried it myself.

    Here is one excellent raycast function by squiddster, although it might be a little complicated - https://www.scirra.com/tutorials/902/li ... raycasting

    Here is another simpler one by R0J0hound - https://dl.dropboxusercontent.com/u/542 ... laser.capx

    Edit: fixed the link

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oosyrag

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