kidswithcrowns's Forum Posts

  • In C2 runtime, you can minimize the game and everything still runs as normal. This is extremely useful for hosting a server via a minimized browser tab.

    Is there a way to do this in C3 runtime? Having to have the game window open affects performance negatively

  • Tagged:

  • Welcome to Shinobi G.E.N.G.O

    Website: shinobigengo.com

    Discord: discordapp.com/invite/Uzfk3yU

    Join me as I create the game of my dreams. Inspired by an old Byond game called Naruto GOA and a more recent game, Zelda: Breath of the Wild, Shinobi GENGO is a Ninja MMO where elemental interactions and creative combat are the focus. Trees burn, water extinguishes flame, etc. I've neglected to keep a proper devlog so far, but I decided since the game is growing in complexity, now is a good time to start keeping track of my work.

    Tagged:

  • This happened to me as well. Very annoying and the only reason I haven't switched over to C3 runtime yet

  • My question haven,t been answered. I don,t want to create a another thread to get my question answered.

    Can you post a file of your game so we can help you better?

  • Hi,

    I want to be able to scroll back through the chat history. Is this possible?

  • I don't think so

    However you could definitely use a tilemap for this

    Insert a blank tilemap over your maze, then 'paint' all the tiles that make up the walls of your maze

  • > > Hello, does anyone know anything about this?

    > >

    > > What I'm looking for is that the sprite seems to have half a body in the water.

    > > Sorry for my english.

    >

    > Try the water background effect

    It does not work, it does not do anything different from the normal "water" effect, it does not affect the sprite that is at the bottom / behind the tileset.

    :(

    https://www.dropbox.com/s/5smfxtm3epf6ykr/testWater2.capx?dl=0

    It's not perfect but if you adjust some things I think it'll work

    dropbox.com/s/c5nagu0sy1jrx9l/testWaterSolution.c3p

  • Hello, does anyone know anything about this?

    What I'm looking for is that the sprite seems to have half a body in the water.

    Sorry for my english.

    Try the water background effect

  • UPDATE!

    After unchecking the "minify script" option during export it worked!

    The game now functions exactly as it did during preview!!

  • I deleted all the logic in the game layout to see if the problem was there. Nothing changed, the game layout is still never loaded, so it seems the game is really never even opening the Game Layout

  • Hi,

    My multiplayer game works fine in preview, but when I export it to NW.js or HTML5, it freezes after the login loadout and never makes it to the game loadout

    Any ideas why this is happening?

  • Thank you for your message.

    But i try my best to follow your steps...but it stills not working...god bless me

    i attached the corresponding pic after i did something with the lines .. may be there are errors that i cannot figure out.

    Thank You

    HASHIM HARUN

    The Peer is still not sending the variable information for TX and TY to the host

    In your "On start of layout" add:

    Sync PeerSprite variable TX

    Sync PeerSprite variable TY

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  • HASHIM HARUN

    It looks like the peer isn't sending the X and Y global variable to the Host, so the Host doesn't know what you mean when you say "Set Peersprite Position to X, Y"

    One option is to store the X and Y as two variables in the Peersprite and sync those

    For example:

    Peersprite.touchX

    Peersprite.touchY

    Hope this helps :)

  • Also when my character fights monsters, I want them to be able to attack and also get hurt (resulting in lower health), however when they use potions, I want their health to go up but not go beyond their max health (which is different in different levels).

    Make an instance variable for your character called Health and one called MaxHealth

    Then, when they use a potion, there's a nifty thing you can use called clamp. It makes sure a number doesn't go lower or higher than a certain lower and upper bound you set.

    So when your character uses a potion, do something like

    set character.health to clamp(character.health + potion.healamount, 0, character.MaxHealth)

    The 1st number is the number you want to clamp. So it's the character's health plus the potion's health-restoring-amount. The second number is the lower bound. This is so that your character will never have below 0 health from taking a potion. The third number is the upper bound. This is your character's MaxHealth variable. The character's health + potion restoring amount will be capped off at whatever number is stored in character.MaxHealth So even if the MaxHealth changes in different levels, it will always be accounted for

    Hope this helps :)