oosyrag's Forum Posts

  • I haven't tried it, but try setting fullscreen: true in package.json, per stackoverflow.com/questions/71073474/how-do-i-make-my-nw-js-application-start-in-fullscreen

  • It doesn't so much have to do with line of sight as states. Your home should not block los. Use an instance variable to keep track of the player is hidden or not. Upon entering the home, check line of sight, if no los, set hidden to true. Otherwise, hidden is false. Enemy attack should be based on Los and hidden state.

  • If you've been using construct for 9 years and can't read that as conditions and actions, I can't help you. It's definitely not code in any sort of programming language.

  • + Mouse: On any click
    -> Sprite: Tween "" value from 1 to 0.5 in 1 seconds (Default, destroy: No, loop: No, ping pong: No, repeat count: 1)
    
    + Sprite: Is Tween "" playing
    -> System: Set layout scale to Sprite.Tween.Value("")
    
  • Try using the tween (value) behavior on a helper object, where start value is your current scale and end value is your target scale.

    While tween is playing, set layout scale to object.tween.value.

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  • To center between multiple sprites, you can just enable scroll to on all of them.

    For zooming, you can set layout scale.

  • Personally I think that if you were invested in making a pinball game(s), importing and using a physics library would be the cleanest way. It would be more work up front but it should mostly be a one time thing.

    Teleporting the physics simulation ball to a separate location is a nifty idea! That seems like it would work well, as long as the physics simulation doesn't get thrown off with a sudden change in position from manually moving the object.

    Also add suggestion to implement/update the physics object and just wait. Box2d collision filtering is a thing that exists after all, we just don't have access to it through the official plugin.

    I'm not very familiar with the addon scene but I'm a little surprised there isn't a third party addon that uses an alternate physics library already. I guess physics is probably one of the more complicated things to implement after all.

  • You would usually use a cloud service to keep track of progress across devices. With a little creativity, I imagine you might be able to take advantage of high score or leaderboard type api to keep track of user progress.

  • You can write/save them to a variable or array as the data is received, and only display the results visually to the user when both are updated.

  • It doesn't support synced containers. Although from my understanding it would probably work if you had separate version of the game between host and peer, and only the host had containers set up. Not that I'd recommend doing that.

    Otherwise if only one object in the container were synced it might work as well, although that may cause other kinds of problems.

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  • Are you talking about the aliasing on the curved edge? This is normal to achieve a smooth look. Otherwise, you'll have jagged hard edges. You can try using a higher resolution source image, but honestly it's probably not even going to be noticable or make any difference to an end user.

  • Are your edges set to tile or stretch? Try the other.

  • If newly created instances don't spawn with the default properties, that could probably be fixed with a bug report.

    Do you have any instances at all of that particular object that are placed in the layout editor that do have solids set as obstacles? It might be taking from that as the default instead.