oosyrag's Forum Posts

  • The bullet behavior has a bounce off solids property.

    You can also use the line of sight behavior cast ray to check angle of incidence of any collision from a point towards a direction.

  • You don't have to worry about time at all. You can literally just count x pixels moved.

    Have a variable that stores the last x position, and total distance travelled.

    Every tick

    Set distanceTravelled to currentX-lastX

    Set lastX to currentX position

  • Do you have a grasp of how noise is used in procedural generation at all?

    redblobgames.com/articles/noise/introduction.html

    In the procedural generation example, for a 2d side view game, events 41-44 are used to determine the elevation map (floor/air). You can see how the surface is determined in events 42 and 43, to place grass if the tile above is air. Placing trees and monsters on the surface will be a similar idea as well.

    You can use a simple random expression to determine which x coordinates a monster or tree will spawn at, rather than every tile like grass. This can go anywhere as a sub event under event 33, which loops through every x coordinate to generate the map.

  • Usually people sign up for a free cloud storage account from Dropbox, Google drive, or Microsoft Onedrive. You can upload your file there, then share the link here.

    Dropbox is the more popular option here, but anything works really.

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  • A quick guess would be that since you aren't using "Else" anywhere here, every single one of these events run upon triggering, and you end up with costume_counter=0 after the completion of the last one.

  • Use an invisible helper sprite for collision detection, and pin your visible sprite to it.

    Edit: For alignment, make sure the origin point is in the center of both objects.

  • Add a "System - For Each - Zombie" condition in an event between 7 and 8, and make events 8 and 9 subevents of that new event.

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  • Generally speaking, for framerate independence when using physics, you'll want to set stepping mode to framerate independant, and NOT use dt in your expressions.

    However, framerates less than 30fps will still result in variance, as that is the limit of the dt value used by the behavior.

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  • Spoiler - events are javascript.

  • Event 19 in PongSheet, you set Paddle.peerid to Multiplayer.MyID. I believe it should be Multiplayer.PeerID instead, like event 20 in the pong example.

  • Check out the second link in this post construct.net/en/forum/construct-2/your-construct-creations-23/r0j0s-experiments-69314

    It is a little more involved with the math, as the velocity and gravity physics are done manually with events rather than behaviors. But if you can understand it you'll have most of what you need to create your own skiing type game.

  • Does the width of your tiled background have anything to do with time? If not then no.