oosyrag's Forum Posts

  • Was just thinking it would be nice to be able add comments inside of condition/action blocks, rather than on the "event level". It would make comments move obviously associated with a certain event, and allow for commenting conditions and actions seperately.

    Not really any pressing need, nor am I familiar with the technical feasability, but I wanted to mention it as a consideration for a future patch or C3 possibly if it isn't too much work to implement.

  • Pin an invisible helper sprite to the zombie, slightly larger than the zombie itself. When player collides with or overlaps the helper sprite, do attack.

  • By what manner are you putting objects in areas they shouldn't be? Are they supposed to wander out gradually or teleport out instantly?

    You might be able to simplify/refactor your project, 100 events can go a long way. Otherwise, you can also try working on different parts of your game or mechanics in separate projects.

    If you post a capx, that would make it a lot easier to help with your problem, and also maybe compact your event sheet too.

  • ...they both will shoot off in a random direction, instead of doing so separately.

    Try adding a "For each" condition.

  • Many designs take advantage of the various types of scaling C2 offers. As C2 apps run in a browser, different resolutions/window are handled by proper scaling. The user changes resolution by changing the browser window size. You can have further control over the viewable area in any given resoltion by setting layout (or layer) scale.

    Basically, users already control their own resolution by changing the size of the browser window. If you want the user to be able to see more or less of your layout, use layout scale.

    If that's not what you are looking for, perhaps a more detailed description of what you expect to happen or a use case for the user might help.

  • https://www.scirra.com/manual/162/nwjs

    nw.JS Run file action

    [quote:w0ak6rgd]Run file

    Run the file at an existing file path. This is analogous to double-clicking the file in the OS file explorer. For executable programs, it will attempt to run the program; for other file types, it will open the default associated program, such as the system default image editor if an image file is given.

  • First thought, try using an invisible sprite to represent the attacks.

  • Try leaving a one pixel transparent border around the outside edge of your 9 patch pieces and see if that helps.

  • You'll need to add the touch object to your project first.

  • https://www.dropbox.com/s/xflrfur7gz27n ... .capx?dl=0

    Did you remember to remove your previous behaviors and turn off gravity on the bullet?

  • The peerID is a random string assigned by the signalling server upon joining a game.

    You can use PeerIDAt(index) to get the ID of each peer in order of joining.

    https://www.scirra.com/manual/174/multiplayer

    [quote:b80en4q6]PeerAliasAt(index)

    PeerIDAt(index)

    The alias and ID of the nth peer in the current room, up to PeerCount.

    If you are unfamiliar with PeerIDs, I highly recommend reading and going through the steps of making the Multiplayer Tutorials https://www.scirra.com/tutorials/892/mu ... 1-concepts. PeerID is a core concept and you won't get very far without understanding and working with them.

  • That is your problem, the kick action works with peerID, not username. You'll need a system to keep track of the peerIDs and use that to kick peers.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • You say you type the name. What name are you typing? It looks like you're kicking based on a selection in a list box. How are you populating that list box?

    You'll need the peerID of the peer you are trying to kick. For example, try creating an event On any click - Kick peer PeerIDAt(PeerCount). This should kick the last joined peer. See if that works first.