oosyrag's Forum Posts

  • Either count the number of bounces or use a speed threshold as a condition of bouncing, or round down when cutting velocity on bounce. Or a combination of the above.

  • Workaround - check if z elevation is in between z elevation of target height of target and overlapping at base.

    Or use a proper 3d engine if you're making an actual 3d game.

  • Depends on the mobile device. Make a benchmark and try.

  • Use a helper sprite, that is a single point, probably located between the two active points. Get the angle from the helper point and set both the active points to the same angle.

    Or just use one to decide the angle and set the other to the same angle.

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  • Object set angle to anglelerp(0,-120,(SliderBack.BBoxRight-SliderCircle.X)/(SliderBack.BBoxRight-SliderBack.BBoxLeft))

  • If player = american, set vietcong visibility invisible.

  • Snapping is simply rounding to the nearest grid position. So if your grid is 16x16, you would take any x or y value, divide by 16, round that to the nearest whole number, and multiply by 16 again.

    round(n/16)*16

  • No, but you could recreate the behavior with events, and not use delta time. Usually you don't need the entire functionality of the built in behaviors.

    For example, a simple bullet could just be move forward x pixels every tick.

  • Does your host have cors enabled? If not, the ajax request will be blocked and will never trigger on complete.

  • For any AI:

    First play as the AI yourself.

    Take note of any decision point where you have to make an input.

    Record the reason you made any input as conditions to trigger an action. Also identify any conditions that would influence to take another action.

    Translate these into events triggered by whatever triggered you into making an input in the first place.

    It is normally extremely difficult to account for all possible conditions to make actions, so you'll often want the AI take advantage of random or pseudorandom decisions to choose from available actions. You can also utilize conditions to narrow down available actions for the AI to take.

    Depending on your game, it can also be difficult to take into account all available actions in any given scenario as well, so you're just going to have to keep adding to and refining your AI as you go.

    There will never be a template for AI as the conditions and actions available for each game will usually be different.

  • Tilemaps and sprites both come from image files. You can edit the tilemap image and crop out the tile you want as a sprite, either in construct 3 or an external image editing program.

    Or, you could create an instance of the tilemap that is sized one tile worth of width and height, and set the tile to the tile you want. This isn't the intended use of the tilemap object and not recommended though.

  • Scale the layer.

    Although you should probably downsize the tilemap source image instead, to not waste memory.

  • Compare with the included multiplayer pong example file and see what you're missing.

    If the pong example doesn't work you might have a connection issue and need a TURN server.

  • You'll want to save the x, y, and angle of each sprite object presumably.

    Make an array for each object.

    For each instance of the object, push x, y and angle into the array.

    Save the entire array asJSON to localstorage

    When loading, loop through the array and create an instance of the object for each entry in the array, positioning them according to the saved data.