oosyrag's Forum Posts

  • In case it wasn't clear, a link to a private document in your Dropbox is not accessible nor acceptable.

  • What's the link to your privacy policy?

  • Which tutorial are you following?

  • Do you have any blending modes set on accident?

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  • Sounds like an issue with your events.

  • Try declaring a variable with loopindex, and using that variable in your function.

  • Don't use pin with physics, set physics joints instead.

  • The height of the bullet at any given point is equal to the cosine of the vertical angle of the direction the camera is facing multiplied by the distance between the camera position and the bullet.

  • It is possible.

    I do not recommend pursuing this endeavor though, if you lack the math to figure out this step. You're only going to run into more difficult issues as you proceed.

  • If I were to approach this efficiently, I would first identify each corner in the potential area of affect, and cast a ray just above and below in line with that, similar to what I did in the radial example.

  • That's the gist of it. A directional ray with a width will be significantly different than an omnidirectional cast from a single point though.

    Here are some experiments I put together when the LOS cast ray feature first game out, it's not really exactly suitable for your application, but you might be able to find something you can use in there. dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p

    The dynamic visual representation of a beam getting blocked is the hard part, actually checking if you got hit or not can be done easily with the line of sight behavior.

  • redblobgames.com/articles/visibility

    This can be done with a canvas object and the line of sight behavior. More often used to create vision cones and line of sight masks, but the same principles apply. Note that this is decidedly not a beginner topic.

  • I do, somewhat regularly on my phone. Generally when I'm bored and stuck waiting somewhere but I have an idea I want to try or an easy quick problem to solve. Alternatively, I'll use it to experiment on a problem that has me stumped that's been on my mind.

    My use case for C3 isn't exactly normal though and I wouldn't suggest it for any serious or heavy development session. A keyboard is too invaluable.

  • Looks like that was based off of one of my old examples.

    Here's an updated example with additional PIP splitscreen. Mouse over each view to enable default arrow key controls for that view.

    dropbox.com/s/435vzetis23i96r/4psplitscreenexample.c3p

    I modified it a bit using a hud layer, containers for each camera/canvas pair, and using a for each 'view' to loop through them.

    There's some issues going on when the main view leaves the original viewport, but I don't have the time to troubleshoot that right now. Edit: View objects dissapearing in a few other situations when they get close to each other as well.

  • What example did you try to modify?