oosyrag's Forum Posts

  • Afaik yes. Room connections should be completely independent from layouts.

    But object syncing becomes more complicated by a significant degree when trying to use layouts in a multiplayer project.

  • editor.construct.net

    The built in high score example

  • What are you using to identify/authenticate users in the first place?

  • It works, just your orange has an ID set to "3" in the layout editor. If you follow the JSON, it should be "1", and the yellow one should be "2" (the yellow one is 1 right now).

    In event 6, the array size should be set to (0,1,1) so that it resets, or empties the array. Then the new values get pushed in. If it is (2,1,1) the way you have now, the first two entries will be 0 and then you'll add entries after that (basically you'll always have a red thing mixed into your stack).

    Right now only two of the items out of the three used instances get destroyed, because only two instances get set as "Used" in event 16 and 17. To fix this is a bit trickier. You'll want to set the "Used" instance variable in the family "Items" instead of the sprite object "Item".

    First delete the "Used" instance variable from "Item". Then add a new "Used" instance variable in the "Items" family, set to boolean. You can delete events 16 and 17 completely. In event 7, add the actions for "Items: Set Used to True" and "Item: Set Used to True", you'll need both. Then in event 8, after the function is called, set Items and Item Used to False. Finally in event 18 (formerly event 20, if you didn't delete 16 and 17 yet), add the compare boolean condition "Item is Used".

  • The listroom expressions are used in an "On room list" trigger event.

    To get this event to trigger, you'll need to use the "Request room list" action.

    The index will specify which room's information you want from that list, as the list can contain multiple rooms.

    To get the index number of your current room, you're going to loop through the list until you find the index of the room that matches "CurrentRoom". It will look something like:

    On room list
    Repeat Multiplayer.ListRoomCount times
    Compare two values "Multiplayer.ListRoomName(loopindex)" = "Multiplayer.CurrentRoom"
    
    Set text to "Multiplayer.ListRoomMaxPeerCount(loopindex)"
    Stop loop
    
  • Use scale inner, and design your game so that nothing important gets cut off with a narrow aspect ratio

    Or use scale outer, and design your game so that your backgrounds and layouts allow for a wider viewing area.

    Scale outer is generally more common. You can use a custom background/texture which would show up instead of black bars, if you absolutely need to have a fixed aspect ratio for your game.

    construct.net/en/tutorials/supporting-multiple-screen-17

  • Did you have an idea of how you wanted the interface to be or how you would want the process to look? If you could describe what you want I wouldn't mind trying to put together a system for you, I haven't done a crafting system myself yet.

  • Did you have a version with the third item set up? It sounds like it should work. I could take a look and check what you did if you don't mind uploading that version.

    The tricky part might be in event 7. Add a for each (family) items, to add all 3 (or more) items to the colliding items list.

    However (IMO), drag and drop isn't the greatest system for 3+ item combinations. With drag and drop, mechanically a user is interacting with 2 things, the dragged item and the target.

    I think crafting slots would be more suitable if you want bigger combinations, or click /select to add to a list, then combine/cancel. It gets more complicated when having more than 2 items.

    Edit: An alternative option is to have a the third item combine with the result of the first two, which could keep things much simpler, but may or may not work depending on your design goals.

  • Is your timer hidden by anything? Also make sure the correct event sheet is linked to the correct layout.

    Otherwise, there isn't enough information to help without seeing what you did.

  • Rotate your sprite image 180 degrees in the animations editor. 0 degrees is to the right, things should point right.

  • Assuming your json is already parsed and loaded into memory (are you able to get other values from it?), maybe you have a path or syntax problem. Can you post the json file?

  • Afaik this is one of the major limitations of working with JavaScript and a browser wrapper and by extension construct. I wouldn't expect it to go away anytime soon.

  • Don't use the solid behavior.

    Set the ball bullet angle and velocity on collision with player. You can get the angle from the player to the ball with angle(player.x, player.y, ball.x, ball.y), which would be the same as the angle the ball gets kicked as well.

    Every tick, reduce the velocity of the ball towards 0.

  • So... what's wrong?

    The event sheet runs from top to bottom. If actions in the first event make conditions in the second true, the second will run as well. Try using the "Else" condition instead.

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