oosyrag's Forum Posts

  • Adjust the volume of the sound effects. What did you try?

    Set volume

    Change the volume of a sound. The volume is given in decibels (dB). A volume of 0 dB is original volume, and below 0 dB attenuates the sound. Note amplification is not supported. For example, entering a value of -10 plays the audio back 10 dB quieter (about half as loud). Note it is best to set the initial volume in the Play action instead of setting it with this action immediately after playing, since that can sometimes cause a moment of playback at the wrong volume.

  • Technically speaking I think it should be possible. It would take a lot of work though, and I'm 99% sure there is already software out there for this type of application developed with significantly more resources that would probably suit your needs better.

    The multiplayer plugin or a third party backend would indeed need to be utilized if you were to attempt it.

  • Change your condition from "Touch - On tap guesture" to "Touch - On touched object"

  • I imagine you could use a regex replace on the text input text on changed to allow only specific characters. I'm not sure the exact regex expression you would want though.

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  • I gave this a quick shot and failed as well. What I can say is that using invisible helper sprites as pinning assistants didn't work out in the end, and if I were to attempt again I would definitely utilize families, probably not rely on the built in behaviors, and use an instance variable to keep track of groups of pinned objects.

    The good news is that the pin and drag drop behavior are both probably among the easiest ones to recreate by events.

    Scene graph hierarchies may also possibly be of use here to keep track of groups, but I unfortunately have zero experience with those yet so I'm not sure.

  • Use on touched object instead.

    The guestures can be unreliable.

  • How are you generating your json save file? Just include the time/date information when saving, then you can read it back when loading.

  • + TextInput1: On text changed

    + OR TextInput2: On text changed

    -> Text: Set text to (float(TextInput1.Text)+float(TextInput2.Text))÷2

  • I haven't tried this, but I believe you can try AJAX object's Request URL action to download a file into the binary data object, then binarydata.GetURL for the downloaded data. I do not actually know if the binary data object actually works with audio files though.

  • What don't you understand? Assuming you are starting here construct.net/en/tutorials/platformer-game-2329

  • This isn't recommended... there are going to be issues.

    First off, your peers don't contain the game state data by default, when they reconnect to a second "backup" room they won't have all of the game state information. They would need to get it from the host... which disconnected unexpectedly in the first place.

    There isn't a way to redirect new joining players to a second room from the first.

    If you manage to preserve the game state data on each peer client side, then it would make more sense for everyone to rejoin the same room with a new host, and try to match up the player aliases with their new peerids and reassign objects (this is going to be a major headache).

    Again, while it is possible to do some sort of host migration, it is going to have problems and probably end up being way more effort than it is worth. It makes much more sense to use a proper dedicated host or use a third party backend service.

  • In settings, you can turn on notifications for betas.

    You can also launch the beta directly here by clicking the link for the latest beta: construct.net/en/make-games/releases

  • Do you have an example of what you want it to look like? There are many ways to create a "bursting" type visual effect.

  • Try using the timer behavior.

    Add a condition to check if the timer is running and add an action to start the timer for .4 seconds in the shooting event.

  • Check out the latest beta, this has been fixed!