oosyrag's Forum Posts

  • Yes. The 2d advanced random noise functions/expressions will give you a value between 0 and 1 for every x,y input you enter. In your case, the x and y would be the tilemap coordinates.

    It is up to you to define what you want the returned value between 0 and 1 to mean.

  • dropbox.com/s/48rdqokyr566kmd/stretchyneckexample.c3p

    Constructsaur goes rawr.

    Note that you can calculate the difference in x and difference in y from the head to the body and store it in an instance variable like in the tutorial if you want to, but I just put it directly in the expression.

    Edit: Also added a second event sheet, doing the exact same thing with the lerp expression, which is how I would probably approach this. The way on event sheet 1 is more like how the tutorial does it though. The end result is exactly the same either way.

  • Move the object and the drawing canvas somewhere clean to take the snapshot then move it back. Or spawn a helper background sprite to cover everything else and then delete it. Or make everything else invisible and take the snapshot and make them visible again. You can do this by utilizing a dedicated layer for screenshots if you want, and hide/unhide all the other layers.

    I believe these can all be done within 1 tick so the user doesn't actually see anything.

  • Works fine for me, even on two different computers, on your host (where the project is hosted generally doesn't matter by the way, it's a peer to peer connection).

    Some connections can have issues without a TURN server, which is not utilized by default, but there is nothing stopping you from adding one.

  • You should definitely be using tiles, for the floor at least. You can draw that outline in your tile as well.

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  • dropbox.com/s/p5k02teeayy74sk/offsetcameraexample.c3p

    You could also use the system scroll to position action every tick to target an invisible sprite or imagepoint on your main sprite instead of the scroll to behavior. You could also use the pin behavior instead of setting position every tick.

  • Did you add the solid behavior to your obstacles when trying line of sight?

    I'm not seeing any event logic in your sample project to check if there is an obstacle in the way as a condition before firing or acquiring targets.

  • I'm not sure for a web or app export, but with nw.js in a desktop export you can get filenames with the listat() expression from a directory, and use that to build a list of your sound files. Then play by name.

    I think for web/mobile export you'll need to manually create a list of sounds you want to play. I'd make a little side utility to create this list for me with nw.js if it is updated often. Then I'd save the list and use that as a project file in my actual project.

  • Use an invisible helper sprite with the scrollto behavior instead of your player sprite. Position the helper sprite relative to the player however you wish.

    That would be set to player.x, player.y+(d-c) in this case.

  • You probably want to work out a steering/flocking system instead of using physics.

    The most simple one is to use two bullet behaviors on your sprite, and add your sprite to a family.

    The first bullet behavior is a constant speed, 0 acceleration, with angle set towards your target.

    The second bullet behavior is a 0 speed, small acceleration, disabled by default.

    On sprite overlap family, set bullet2 to enabled, and set the angle to angle(family.x,family.y,sprite.x,sprite.y)

    Then on sprite not overlapping family, set bullet2 speed back to 0 and disable.

    You can improve this by adjusting the (repulsion) acceleration based on distance, rather than simply overlapping.