netdzynr's Recent Forum Activity

  • I need to pin several family objects together within containers, so the contained objects can be positioned as a group. How can I iterate across all the containers in a layout and reference the objects contained in each?

    It doesn't appear that I can use IIDs as the contained objects are from families and matching IIDs appear in separate containers.

    Thanks for any suggestions.

  • Wow, that's fantastic oosyrag, thanks so much. I'm guessing this is a Construct version of the article you posted from the ClintBellanger site?

    Looking around the net at other isometric game examples, I assume most people use the 2:1 ratio of tile dimensions because it's easier to do the math. Interestingly, in the illustration field, isometric art is generally more often created using 30° angles, presumably because 30 is an easier number than the 26.57° that's needed for 2:1 tiles.

    Next I'm hoping I can adapt the info from your isometric z-order project.

    Thanks again for the example.

  • Thanks for the helpful responses, but I'm still not able to work out the math.

    I'm using a grid that's based on a 30° angle, so a slope of 0.577 (or gradient of 57.7%). Apparently substituting those values in the formula doesn't work, or I didn't set up the values correctly?

  • Thanks for the response. The challenge I'm having is that the target grid points are offset because of the isometric arrangement, as opposed to standard horizontals/verticals.

    Can you point me to an example that shows what you suggest?

  • I've seen a few examples of object/character movement on a grid using directional controls, but is there an example that shows how to use drag & drop or similar to constrain the movement of a sprite to an isometric grid?

  • Anyone know how to do this, or if there's an example of this somewhere?

    Thanks.

    Tagged:

  • Am looking for some help with a super simple multiplayer setup: a game host, and a game peer. After launching the host file/instance, launching the peer file never connects on the first attempt -- I have to close the peer file and relaunch to get a connection with the host. When finally connected, the peer often shows up in the host with "2" appended to the name, which would seem to indicate that the first peer connection took place, but the host didn't update.

    I've pared down the code to the bare minimum and been staring at this for hours, but can't see what the problem is. What dumb mistake am I missing?

    Host File: dropbox.com/s/4mtm26ob5wmpceo/GameManager2.c3p

    Peer File: dropbox.com/s/n14k7fa7b6qtyie/GameClient.c3p

    Thanks in advance for taking a look!

  • Didn't know about the time scale option, thanks for this. I don't think I can use the black/fade cover option but may not be necessary. Will give it a try.

  • I have a project that has a stream of particles running horizontally across the screen. This is working fine, but the particles take time to get moving and fill the screen when launching the project. Instead, I'm hoping to have the particles already spread across the screen and moving when the project starts. Is there a way to do this?

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  • Thanks guys, these are some interesting/useful ideas.

  • I've been struggling with this for a while now: how to pull off dragging a sprite and constraining its position to paths between the points of a geometric shape (in this case a triangle). I'm currently using a formula to set an X/Y angle of drag relative to the position of the center of the triangle, but it would be so much easier if I could just feed some points to a function.

    Another option I considered was tracking the position/rotation of a sprite dragged radially around a center point within the triangle, and figuring out the sprite's point of intersection with the triangle's sides, but couldn't figure out the math for this.

    Trying to accomplish dragging like this:

    i-view.net/construct-shots/tri-drag.gif

    Any suggestions?

    Tagged:

  • Thanks for the helpful response. Not sure yet if I can keep the tile as part of the container, but good to know from your explanation. And with that arrangement, layering seems to stay intact more reliably when moving a container to the top of the layer.

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netdzynr

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