oosyrag's Recent Forum Activity

  • What? No. Every instance of every object in a family can have their own value for the variable, even if the variable is the family's variable.

  • Built in behaviors should be framerate independent by default, if they are not, you should file a bug.

    Are you sure you're not using dt inside a behavior specific action? If you use dt on behaviors, which are already using dt, it can cause framerate dependency issues.

  • If you have a 'FN' function key, try holding that while pressing your f12/airplane mode button.

  • You can use CSS. developer.mozilla.org/en-US/docs/Web/CSS/:nth-child

    <style type="text/css">
     #myForm select option:nth-child(odd) {
     color:black;
     background:yellow;
     }
     #myForm select option:nth-child(even) {
     color:white;
     background:blue;
     }
     #myForm select {
     background:green;
     color:orange;
     }
     </style>
    
  • docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub

    Well... It's probably not as simple as you think. Good camera behavior can be very complicated, and unfortunately I don't have a "quick" example that I can just give you. But that's why it's very important to clearly define how you want the camera to behave under different conditions and situations.

  • What is your issue? Are you having trouble with the camera leading ahead of movement, constraining the camera at room edges, or transitioning between rooms? Break it down, you should be able to create each system separately, and set the conditions under which each should take effect.

  • If all your enemies are taking the same path, is it still the best path for each enemy?

    If there is a shorter path and they're still taking the long way around with the rest of your instances, there is something wrong with your events.

    If you want them not to take the best path because another instance is already taking that path, you can pathfind for each enemy in sequence. Upon the first one finding a path, create invisible helper objects at each waypoint of that path and add cost to those objects, and regenerate the map. Then pathfind for the next enemy, ect.

  • Or use an invisible helper object, loop through the main tilemap and create cost objects on top of every tile that is grass on start of layout.

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  • If the host can get client input, then it knows where the client touched.

    Check if there is an object overlapping at that point, and assign it to the client that made the input.

  • A peer needs to tell the host either where it touched or what it touched, and the host does the syncing. The host then needs to relay to all peers that a particular object is associated with a peer, and all peers need to also associate that object with the peer.

  • What determines who attacks first? How is the turn system set up?

    In view - Use LOS behavior

    Chasing - Use a helper sprite, spawn it at the target and move it x pixels towards enemy, pathfind to helper sprite. Update position of helper sprite as needed.

    Overlapping can be a very complicated subject. One approach is to continue moving the pathfinding target helper sprite until it has a free spot, if the original target was already occupied by a pathfinder sprite. Then you add things like give instance variables to the helper sprite to keep track of the expected time of arrival, and use that for prioritizing who gets the closest spot.

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oosyrag

Member since 20 Feb, 2013

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