oosyrag's Recent Forum Activity

  • They only push each other if they are both solid, and only overlap if they are both not solid.

    If only the one that isn't moving is solid, then it should work. You can use simulated controls if you still want to be able to push blocks, as I mentioned before.

  • On zombie killed, add 1 to a global variable.

    If global variable is greater than x, go to next round.

    On start of round, set zombie life to round number*base zombie life.

  • Forwarding to next room would be the same as if autojoin tried to join a room that was full or locked, on peer connected (after game started) host can kick with the message current room name + 1, which the peer can use to retry joining again after getting kicked.

    If you're not utilizing autojoin, that wouldn't work. In that case, I'm guessing you already have a lobby system where people can browse and pick rooms to join. Then the method of moving to a new room upon starting a game would be the most suitable, as you can then display only rooms that have space as options to join.

  • Alternatively you could just have new peers joining get kicked immediately, and forward them to the next room.

    You say inefficient but it's virtually instantaneous and imperceptible to users.

  • Use an invisible helper sprite as the start position.

    + System: Every 30 seconds

    -> StartPosition: Spawn Car on layer 0 (image point 0) (create hierarchy: False)

  • The debugger opens in a new window when I use it. Chrome/Win10

    Also if you hit the preview button again without closing the previous preview/debug, it stays in the same place.

    Suggestion and bug reports go here -

    construct.net/en/forum/construct-3/general-discussion-7/report-bugs-amp-post-128538

    Edit: There is an option in the settings that lets you choose preview in popup window or browser tab.

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  • The only thing I can think of is to use an intermediary "matchmaking" room. Then create a new private non-autojoining room when the number of peers are determined.

  • Object would be the name of your sprite object. I would have no way of knowing what you called it. Self also works.

  • You would use them in an expression, object.startX and object.startY.

    Have you done the beginner's tutorial? You should probably do that before anything else. construct.net/en/tutorials/beginners-guide-construct-1

  • It looks like if both the tile movement objects are solid, then they will push each other based on the bounding box rather than the collision box and not block movement. Ashley is this intended behavior?

    If you turn off solid for your object with default controls, they move together fine even with exact fit collision boxes.

    To work around this, you might want to not use the built in solids behavior at all, and make your own pushing/blocking mechanic through events.

  • Make two instance variables within the object, for example startX and startY. On start of layout, for each object, set startX and startY to self.x and self.y.

  • The built in plugins and behaviours are not available to be modified or copied/forked in Construct 3.

    You can recreate pretty much any behavior with events or JavaScript if it doesn't work the way you want it to.

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oosyrag

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