oosyrag's Recent Forum Activity

  • Here's an example, I tried to simplify it as much as possible. Sorry the previous reference I linked wasn't in Construct terms - in Construct the "return" parts are handled by conditions, basically if the conditions are not met, then do nothing. dropbox.com/s/6eduutskd8lif24/floodfillexample.c3p

    On clicked object - mark the object for deletion, and check the four adjacent positions to see if it is the same type of object and not already marked, then repeat for each. If it is not the same type or if it is already marked, then nothing happens.

    Afterwards, pick all marked objects. If the total picked is more than two, delete them. Otherwise, clear the marked status.

  • A parabolic arc would consist of a constant horizontal speed, and a vertical acceleration downward (gravity). The exact trajectory will depend on the initial speed and angle as well as the amount of gravity. The platformer behavior has gravity built in, as does the bullet behavior which may also be useful.

    In general though, if you're making a physics game, use physics for all movement. If you aren't, don't use the physics behavior at all, and make your own.

  • Adjacent as in all cardinal directions? Or only in a line, like a match 3(+).

    If it's in all directions, you're going to want a simple flood fill. freecodecamp.org/news/flood-fill-algorithm-explained

    Instead of colors, you're going to set an instance variable, as you have done, to mark for deletion. At the end, you can compare the pickedcount for any objects with matching=true to see if its greater than 2, then delete them. Else, reset all matching to false.

  • Sorry I don't have any sort of a detailed solution for you, but I can tell you at least that you decidedly do not want to mix physics with any other type of motion behavior, including pin.

    No detailed physics simulations were involved in Yoshi mechanics or Levelhead. Was there any particular reason you're using physics? Pin and tween should be sufficient to get that type of grapple, along with the platform behavior.

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  • To do something at the end of a tick, use system-wait: 0

  • Iirc viewport size (and left,right,top,bottom) can be changed by layer scale (and parallax), so a layer needs to be specified.

    Canvas size I believe is the same as window size, I'm not sure about this one.

  • The source code behind built in plugins are not available to be modified.

  • It works fine in r254 for me. Current stable is 251.2, and I believe it was not fixed until 253. So you can use the beta or you can wait until next stable release.

  • Iirc in the past when I've seen 'incentivized' ratings, those games didn't actually confirm if a rating was left or not. I recall getting the reward just for clicking the link and going back.

  • Here's all you need, as lionz mentioned fading in on creation can pretty much all be handled by the behavior.

    dropbox.com/s/p85v57knv1xkgtd/fadeinoutexample.c3p

    If you use the restart fade action instead of the start fade action it might behave more in line with expectations as well.

  • Sprites can be loaded via URL. The managing of uploading assets to a web server is mostly out of the scope of construct itself.

    As for position, these can be defined via another external file, which can be requested by AJAX.

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oosyrag

Member since 20 Feb, 2013

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