oosyrag's Recent Forum Activity

  • First off are you doing this in Construct 3 or 2? Because this is the Construct 3 section of the forum, and it makes a difference because Construct 3 has a few tools that Construct 2 does not have that would make this game significantly easier to make.

    What have you tried?

    You can start with the interface, that includes the visuals of your game board, as well as mechanics such as drag and drop, snapping to board positions, and overwriting/undoing. You'll probably want some sort of instance variable to keep track of what row is "active" to limit what is interactable.

    As for game mechanics, you'll need a way to set the correct solution, which involves getting a non repeating random set of colors. There are lots of topics on the forums about this. After that you'll need a way to check an inputted guess row for correct or partially correct answers.

    You should make an attempt to create the game yourself so you can work through the logic, then if you have a specific question post what you've tried and ask again. Otherwise it will end up being someone else just making the game for you.

  • Dictionaries are useful for this.

  • I vaguely remember running into this issue recently and I don't think there was a simple solution.

    The most straightforward way was to migrate to a new room with the proper number of peers set. Use auto join for matchmaking lobbies only.

  • You would apply an acceleration (speed/time) towards the player while the projectile is out.

  • Have you linked the correct event sheets to the layouts?

  • Is there a triggering condition for checking matches?

    If not you can try a System: For each SpriteA and SpriteB: myVar = SpriteA.myVar.

  • Here is my implementation of flick scrolling - dropbox.com/s/t5y5mwucvy8zpqt/flickscrollexample.c3p

    Note that this is partially incomplete, as it does not account for "stacking" of flicks to reach faster scroll speeds. To compensate, I've used a deceleration value of 0.97, instead of the standard which I believe to be 0.95.

    It should be compatible with the 8 direction behavior with some minor modification, but I haven't tried that.

  • I updated it, it should work for overlapping objects now. Basically anything "in front" of the player sprite should get sent to the layer above, which has the "force own texture" property applied on it and allows for the silhouette object to use the "source in" blending mode, which means it will only appear when overlapping another opaque object below it on that layer.

    Event 2 basically z-sorts everything by y position.

    Event 3 handles moving objects that are below the player to layer 1 and back to layer 0 when they are above the player

    Edit: Recommend utilizing the drawing canvas method below by dop, it is cleaner and less likely to run into unforeseen issues compared to moving objects between layers.

  • This is a bit of an advanced trick, involving some z-order, blend modes, and layer shenanigans.

    Here's a quick example I put together. It definitely doesn't cover all cases and breaks when you have more than two objects to deal with at the same time, but I don't have a solution off the top of my head for that. Someone else who has dealt with this before could probably offer a more elegant way to approach it.

    dropbox.com/s/4bmy75nep4hpv02/zsilhouetteexample.c3p

  • The easy way would be to pin a second invisible helper object as your collider, and just make the entire object smaller while using the bounding box.

    Otherwise, manual entry, for each image point...

  • When setting collision points, you can right click and set to bounding box.

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  • You can change viewport size in the project properties.

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oosyrag

Member since 20 Feb, 2013

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