oosyrag's Forum Posts

  • I don't think it's a huge deal, but I do personally prefer having the debug button available as well considering how much it is used.

  • The line of sight behavior has a hit distance expression.

    The angle of the mouse click to the target would depend on your camera and field of view. You'd probably have to account for the height of the camera as well. With the angle and distance, you can use tan(angle)*distance to get the height of where your click was at the point it intersects the base of the object.

    Getting the angle might be finicky, I haven't actually tried to see if it can accurately be done myself. There is no support for 3d collisions right now afaik, the underlying engine is still 2d after all.

  • Round(object.platform.speed)

  • Use the line of sight behavior to cast a ray. On intersect, check the angle of the click with the hit distance and compare with the object height and z elevation.

  • | Global number mouse0‎ = 0

    [Mouse (Pan)]

    ----+ Mouse: Left button is down

    -----> Land: Set X to Self.X-(mouse0-Mouse.X)

    ----+ System: Every tick

    -----> System: Set mouse0 to Mouse.X

  • You do not have permission to view this post

  • You would not. A dlc is part of the same project, as dlcs normally do not work on their own. The base game is required. You would probably just export two versions of the same project, one with the dlc content and one without.

  • Generally speaking, for absurdly large numbers such as in idle games you'll want to store the number as separate pieces. There are several ways to do this. For starters, rather than using a series of if/then statements, you should be able to cover n number of digits with a single function, by getting the length of your number with len(number) or just getting the relevant portion of the number with left(number, relevantdigits). There should be a lot of posts about how this is applied to break up numbers. You'll always have to define labels/suffixes individually though. For a cleaner but more complicated system, you could store your suffixes in an array.

    To handle mega large numbers, one way is to push values into array cells. The most straightforward way would be for each digit to have it's own cell. The width of the array would correlate to the number of digits in the number, and each digit could be represented by multiplying itself with 10^xindex.

  • If you really want to set up your own - gabrieltanner.org/blog/turn-server

    These are pretty much outside the scope of Construct or these forums though.

    For services - These will be simpler to utilize.

    twilio.com

    xirsys.com

  • You normally wouldn't run your own, you would use one provided by a third party service. The default multiplayer plugin already includes some turn servers. Stun is what you're looking for, but they are usually not free. I think there are some that are though, for at least low connection counts.

    If you're having connection issues on your own computer, I don't think running a stun server on it would help either. Since then your computer would be the one relaying data to clients, but it has connectivity issues in the first place so it wouldn't be a useful relay.

    Edit: Oops sorry mixed the two up ><

  • Give it a boolean instance variable, offset. Every tick, if offset is true, set offset to false and set the text without bbcode. In the following event, use the Else condition and set offset to true, and set the text with the offset bbcode.

  • Check out the physics joints example.

    editor.construct.net

    You should be able to use mesh deformation for the squishy tire.

  • An offset by itself doesn't make anything shake. You need to set it with and without an offset over time to make it appear to shake.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • It is possible, but you generally wouldn't be using the techniques described on that page, since you're not manipulating and drawing pixels directly in construct. You would use a combination of effects and blend modes instead. The line of sight behavior can also help to mask vision/light.

    If you wanted to follow along with the methods described in the link, you could use a tilemap and have each tile represent a pixel, and map your pallette colors to tile indexes. This would be a pretty roundabout and difficult way to go about it though.