oosyrag's Forum Posts

  • The first thing that comes to mind is to use an array. For each object that has that timer running, push timer.duration-timer.currenttime, and the object's uid into an array. Sort the array to get his of the object with the lowest duration remaining.

    If they all had the same duration to begin with you can just push and remove the object uid directly into an array, first in first out.

    Or are they all on the same object? If you elaborated on your set up and how you are using the timers there may be better approaches. For finer control over timers you would normally use different tags.

    EDIT: Below is a better idea.

  • To associate an instance of one object with a particular insurance of another object, you should either use a container if they are always 1:1, or store the UID of the "parent/home" object in an instance variable of the object associated to it.

  • I guess you are talking about letterbox scaling.

    construct.net/en/tutorials/supporting-multiple-screen-77

    Designing for "Scale Outer" mode is generally good.

  • How are you displaying your dialogue?

    Assuming you have something like set text to array.at(x), in that same event you would add the action to set animation to array.at(x,1).

  • On text created is a good idea, but only the text that was created is picked.

    Did you add a pick all text in that event?

  • I think the most straightforward and resource friendly way is a tiled background. No need to change it's size, just make it double the size of the viewport and move it by a multiple of it's source image's width when necessary.

    No need to bother with the wrap behavior either.

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  • Is your animation named correctly?

    Is it in the correct object?

    Is the animation speed something besides 0?

    Is your event sheet linked to the correct layout?

  • Assuming it was a new project, if you didn't enable automatic backups, it's gone. Otherwise your previous save should be exactly where it was before.

    On the bright side, it was just an hour... There are many who have experienced much worse.

  • Here is an old commented example by user kriand that will work at any angle - 1drv.ms/u/s!Asn1IURKZWj8gTWyUBXqilplh8jG

    It was for bouncing sprites in an isometric view, but if you ignore the actual bouncing parts it has what you need to simulate an arcing motion from a top down view in any direction. It uses the bullet behavior for horizontal movement and the platform behavior for vertical.

    Basically you need to isolate the horizontal (x/y), from the vertical (z) movement. An easy way to do this is to use two separate objects, a helper base object, or shadow, that moves directly towards the target, and your actual object which follows an arc. The base of the object will travel in whatever direction you cast it in, and the vertical movement follows that base.

    To know when to stop, you can compare the y position of the object and it's base. When the object passes its base, that is when it has reached the "floor". You can see this in event 10 in the example. Instead of bouncing you would just stop the object/disable the movement behaviors there.

  • I'm not quite sure what you're asking or what's wrong with your project, but z-ordering by instance variable in an ordered for loop works as expected.

    You cropped out the event numbers in your screenshot... is your z order sorting event a top level event? Newly created objects, outside the immediate event they are created in, can't be picked again until the next top level event. At least I think this is still the case.

  • IIRC you want to use the add action before connecting.

  • No. The steam api should not have anything to do it.

    You could (and probably should) add a TURN server to your ICE servers list to facilitate better connectivity across the internet.

    TURN server services are normally not free, but I believe there are some limited use ones out there you can try for free to see if they resolve your connection issues.

  • A container might be useful as well to associate the player sprite with the helper sprite and assist with picking.