oosyrag's Forum Posts

  • I don't think there is a simple solution to this problem, it's a pretty classic issue with pathfinding and collisions.

    A common solution is to disable collisions/solid behavior during movement. That is probably the easiest way out, and also quite effective for most people's purposes.

    Otherwise, you're looking at predicting the future position of each object, and probably also a queue for each position since there can still be conflicts. I don't know how exactly to go about doing this, but there are algorithms out there, specifically the parts regarding leader following and queueing. Those articles are not for tile based movement, but any concept regarding grid coordinates can be applied to tiles as well.

  • CSS will apply to the entire object.

    You probably want BBCode, but I think that's only for the text object. Not sure you have any options for inline styling of a text input object.

  • Looks fine to me, it should work. What is wrong with it? Is your event sheet linked?

  • It works fine. Your logic is just getting tangled. You should separate out what you are trying to do, dont tie the bullet creation loop to your state change/cooldown.

    For example

    | Global number burst‎ = 5
    + Touch: On any touch start
    + System: Repeat burst times
    -> System: Wait LoopIndex×0.1 seconds
    -> Player: Spawn Bullet on layer 0 (image point 0) (create hierarchy: False)
    

    Works perfectly fine.

  • Tween might be suitable.

    Otherwise before tween was a thing I had made it standard practice for similar situations to use an event to catch the overflow, such as when value>target, set value to target. Using the min() expression can do similar if you want to compact your events.

  • Pretty strange. The grid movement target is one cell short of it's next waypoint upon start of layout, but I don't know why either. After aggroing them and resetting to patrol state, it works perfectly fine...

  • Oh I got confused. I guess it's always centered on the viewport rather than the layout. Don't think there is any way around that then.

  • On shoot animation finished set animation to idle?

  • Try following along in the beginner's guide. construct.net/en/tutorials/beginners-guide-construct-1

  • You could always use the built in plugin for a peer to peer connection.

    But there is literally no such thing as instantaneous either way as far as the internet is concerned. Any and all communications are asynchronous by nature, as there is no way to know ahead of time how long it takes for any given message to be received regardless of the method.

  • You can't change the viewport position in the editor, but you can reposition it at runtime. So scroll to a position below/above your layout.

  • You want to use a repeat loop to spawn bullets.

    For example if you had 2 bullets spawn, one on either side, in 5 degree increments, you would use

    + System: Repeat 16 times

    -> System: Create object Bullet on layer 0 at (0, 0), create hierarchy: False

    -> Bullet: Set angle to Bullet.Angle+LoopIndex×5 degrees

    -> System: Create object Bullet on layer 0 at (0, 0), create hierarchy: False

    -> Bullet: Set angle to Bullet.Angle-LoopIndex×5 degrees

  • The line of sight behavior is what you're looking for. There are examples in the start page as well.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/line-of-sight

    Line-of-sight can also perform Raycasting. Normal line-of-sight checks there are no obstacles in a straight line between two objects. With raycasting, if there is an obstacle in the way, you can find the exact position of the obstacle in the way, as well as the surface normal and angle of reflection. The Instant hit laser example provides a demonstration of how to use raycasting.

  • There is not, but you can work around it by using a viewport sized (or otherwise, depending on your desired effect), and simply working outside the bounds of the layout.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • you are telling it to 'play from the first frame' constantly so it will appear static. You can try 'set animation' instead

    Change 'start animation' to 'set animation'