oosyrag's Recent Forum Activity

  • Works fine for me, even on two different computers, on your host (where the project is hosted generally doesn't matter by the way, it's a peer to peer connection).

    Some connections can have issues without a TURN server, which is not utilized by default, but there is nothing stopping you from adding one.

  • You should definitely be using tiles, for the floor at least. You can draw that outline in your tile as well.

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  • dropbox.com/s/p5k02teeayy74sk/offsetcameraexample.c3p

    You could also use the system scroll to position action every tick to target an invisible sprite or imagepoint on your main sprite instead of the scroll to behavior. You could also use the pin behavior instead of setting position every tick.

  • Did you add the solid behavior to your obstacles when trying line of sight?

    I'm not seeing any event logic in your sample project to check if there is an obstacle in the way as a condition before firing or acquiring targets.

  • I'm not sure for a web or app export, but with nw.js in a desktop export you can get filenames with the listat() expression from a directory, and use that to build a list of your sound files. Then play by name.

    I think for web/mobile export you'll need to manually create a list of sounds you want to play. I'd make a little side utility to create this list for me with nw.js if it is updated often. Then I'd save the list and use that as a project file in my actual project.

  • Use an invisible helper sprite with the scrollto behavior instead of your player sprite. Position the helper sprite relative to the player however you wish.

    That would be set to player.x, player.y+(d-c) in this case.

  • You probably want to work out a steering/flocking system instead of using physics.

    The most simple one is to use two bullet behaviors on your sprite, and add your sprite to a family.

    The first bullet behavior is a constant speed, 0 acceleration, with angle set towards your target.

    The second bullet behavior is a 0 speed, small acceleration, disabled by default.

    On sprite overlap family, set bullet2 to enabled, and set the angle to angle(family.x,family.y,sprite.x,sprite.y)

    Then on sprite not overlapping family, set bullet2 speed back to 0 and disable.

    You can improve this by adjusting the (repulsion) acceleration based on distance, rather than simply overlapping.

  • Did you change your stepping mode?

    Use the physics set stepping mode action and set it to dt.

  • You cannot open an exported project to edit. An exported project is not a local project folder.

    Opening a local project folder is used with a project saved as a local project folder.

  • Also, what is the resolution of your images? Unnecessarily high resolution sprites can eat up your graphics memory. It could also be a fill rate issue, if you're layering too many sprites on top of each other.

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

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oosyrag

Member since 20 Feb, 2013

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