oosyrag's Recent Forum Activity

  • I don't have a tutorial or example, but I'd imagine to start you would need a method of keeping track of your inputs over time. This can be done with pushing input values to an array.

    Then it's just a matter of running a function on each key press to check if the last x inputs within a defined time window matches a valid combination. I'd use the timer behavior to reset the array to define the valid input window.

  • Very rough guess, but if I were to approach this I would draw them dynamically with the canvas plugin. To get the points/angles in the beam use a sine function and transform the resulting points to add irregularity. If it's animated, you could use a noise function from the advanced random plugin to keep it smooth and not just spaz out randomly.

    Layer two or three of these on top of each other, and add a fourth that's for the background glow and lighting.

    The width of the beam at any given point or section could use another noise function to vary it.

  • The problem does seem to be that you're pinning every tick. Basically every time the position updates, you're resetting the pin to the new location, not letting pin do it's job.

  • What? Pinned objects do move with the base object, that's the whole point.

    Perhaps you are confusing the advice not to use the pin behavior with physics?

  • Construct 2 didn't have a json plugin. I don't know about third party add ons and what they can do, I'm guessing they just didn't include the arraysize expression. Or it might be called something else, would need to check the documentation of the plugin.

    You can get a similar value and store it in a variable by using a "for each" at the path of the array, and add one to the variable in the for each event.

    If you're doing this in c2, I'd say just use an array, the array.asjson expression and load from json action. It's a little more cumbersome because you can't edit the project file directly in the editor in c2 either, but it should still work. I'll put together another example in c2 when I get a chance, it would double as an example for how to do this with arrays.

  • Yes, it's definitely possible.

    But third party servers and interfacing with them are generally beyond the average forum goers knowledge here. Best familiarize yourself with the documentation and work from that.

  • If a layer's Global property is enabled, then every layer in the project with the same name is overridden by that layer. The initial objects, as well as its properties, are used instead of the other layer's own content and properties. Then changes can be made once to the original global layer, and the changes will be applied project-wide

    Global

    By default, all instances are destroyed when the layout ends (e.g. when going to the next layout). If enabled, none of the instances of this object type will be destroyed when switching layouts.

    The two are distinct and not really related. The manual describes what each does pretty clearly. What are you trying to do?

    If you have a global object on a global layer, the object will not be destroyed upon leaving the layout, and because the layer is global there will be another copy created on the new layout that has its own copy of the global layer.

  • There is a background color setting in project properties.

  • Make an artificial border, within the bounds of the layout, that prevents the player object from approaching closer than half the viewport to the actual edge of the layout. Then the scroll to behavior will work fine as you described.

  • + Mouse: On any click
    + Object1: Is overlapping Object2
    -> Object2: Destroy
    

    If you mean two instances of the same object instead of two different objects, you can use the system 'pick nth instance' condition instead.

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  • Also... Is your grass and tree generation event running every tick? That's going to cause problems.

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oosyrag

Member since 20 Feb, 2013

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