oosyrag's Recent Forum Activity

  • Just put them on different layouts.

    Note that app stores generally frown upon this practice.

  • How are you determining what file to download?

    Is it a screenshot of your game?

  • That is a large project. What have you tried?

    The basis of interaction is user clicks on an object to gain something. There is the additional requirement of prerequisites that may also need be taken before a particular object is clicked.

  • You're setting the CSS property "textDecoration", which doesn't exist. It should be "text-decoration".

    developer.mozilla.org/en-US/docs/Web/CSS/text-decoration

  • You do not have permission to view this post

  • Some browsers may not support playing audio on start of layout.

    Secondly, you're using file chooser to save the file name that is chosen, but you're not referencing the path of the chosen file anywhere. Then you try to play the name of the file in the app directory, but that file does not exist at that location and naturally can't be played.

  • Are your lines aligned to a grid? You could use pathfinding if they are.

    Are you drawing your lines at runtime? You could create a list of waypoints with whatever input you're using to draw the line in the first place.

    If you have pre-drawn lines in the layout editor, you could manually place waypoints as well.

  • The normal way to do so is to sell your game through a DRM enabled platform like Steam.

    Alternatively, you could also host a server that authenticates license keys, but those are generally easily bypassed as well.

    Edit: It is also very common to have your game free to begin with, but unlock additional content through DLC or IAP.

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  • Assuming you're using the old rex plugins, which is no longer really supported, you could try disabling minification and worker mode.

    Probably better to access the newgrounds api directly via javascript.

  • + System: distance(player.X,player.Y,enemy.X,enemy.Y) < sprintdistance

    -> enemy: MoveTo: Move to (player.X, player.Y) (Direct)

  • There's a few issues here. Your pathfinding grid wasn't lined up with your tilemap solids, and they were different sizes. For exact tiles, you'll want to use a -1 cell border size. Set the pathfinding cell size to 64, the same as your tilemap cell size. Make sure your tilemap origin is at 0,0, to align with the pathfinding grid.

    For moving to waypoints without cutting corners, you want to use the MoveTo behavior's 'Move along Pathfinding path' action, instead of the Pathfinder behavior's 'Move along Path' action. The pathfinder behavior will start turning right when it reaches the edge of the waypoint cell, while the moveto behavior will move to each waypoint location. The example project has a turning radius that takes exactly half a cell to turn 90 degrees at the speed it's going, which is why it works.

    There is no need to update the path for each object regularly as you had in event 2, this can also contribute to cutting corners.

    See updated example here - dropbox.com/s/e5601def28z8zeb/ballons.c3p

    Edit - It's unfortunate no one helped you for so long, these forums are usually pretty responsive. Personally I usually look for posts that don't have replies to reply to, so I might have missed it when you replied to yourself, thinking you already got an answer.

  • Generally speaking, the logic for a jump through platform is to disable the solid (immovable, for physics) behavior for the platform when the player sprite's y position is below the platform's y position, and enable when on top.

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oosyrag

Member since 20 Feb, 2013

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