oosyrag's Forum Posts

  • Sorry I don't have any sort of a detailed solution for you, but I can tell you at least that you decidedly do not want to mix physics with any other type of motion behavior, including pin.

    No detailed physics simulations were involved in Yoshi mechanics or Levelhead. Was there any particular reason you're using physics? Pin and tween should be sufficient to get that type of grapple, along with the platform behavior.

  • To do something at the end of a tick, use system-wait: 0

  • Iirc viewport size (and left,right,top,bottom) can be changed by layer scale (and parallax), so a layer needs to be specified.

    Canvas size I believe is the same as window size, I'm not sure about this one.

  • The source code behind built in plugins are not available to be modified.

  • It works fine in r254 for me. Current stable is 251.2, and I believe it was not fixed until 253. So you can use the beta or you can wait until next stable release.

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  • Iirc in the past when I've seen 'incentivized' ratings, those games didn't actually confirm if a rating was left or not. I recall getting the reward just for clicking the link and going back.

  • Here's all you need, as lionz mentioned fading in on creation can pretty much all be handled by the behavior.

    dropbox.com/s/p85v57knv1xkgtd/fadeinoutexample.c3p

    If you use the restart fade action instead of the start fade action it might behave more in line with expectations as well.

  • Sprites can be loaded via URL. The managing of uploading assets to a web server is mostly out of the scope of construct itself.

    As for position, these can be defined via another external file, which can be requested by AJAX.

  • First off are you doing this in Construct 3 or 2? Because this is the Construct 3 section of the forum, and it makes a difference because Construct 3 has a few tools that Construct 2 does not have that would make this game significantly easier to make.

    What have you tried?

    You can start with the interface, that includes the visuals of your game board, as well as mechanics such as drag and drop, snapping to board positions, and overwriting/undoing. You'll probably want some sort of instance variable to keep track of what row is "active" to limit what is interactable.

    As for game mechanics, you'll need a way to set the correct solution, which involves getting a non repeating random set of colors. There are lots of topics on the forums about this. After that you'll need a way to check an inputted guess row for correct or partially correct answers.

    You should make an attempt to create the game yourself so you can work through the logic, then if you have a specific question post what you've tried and ask again. Otherwise it will end up being someone else just making the game for you.

  • Dictionaries are useful for this.

  • I vaguely remember running into this issue recently and I don't think there was a simple solution.

    The most straightforward way was to migrate to a new room with the proper number of peers set. Use auto join for matchmaking lobbies only.

  • You would apply an acceleration (speed/time) towards the player while the projectile is out.

  • Have you linked the correct event sheets to the layouts?

  • Is there a triggering condition for checking matches?

    If not you can try a System: For each SpriteA and SpriteB: myVar = SpriteA.myVar.