oosyrag's Recent Forum Activity

  • The official multiplayer tutorials are well written and about as simple as it gets.

    You can use a central server as the host with the multiplayer plugin, you'll just need a dedicated server to join as the host and stay online.

  • Filtering collisions on the solid behavior was addressed in construct.net/en/make-games/releases/beta/r123

  • Turret properties

    Range

    The range, in pixels, that the turret can detect targets in. Any targets further away from the turret than this distance will be ignored.

    So a circle with 200 pixel diameter centered on your turret will represent a range of 100.

  • Push notifications are likely outside the scope of Construct and more along the lines of hosting/backend cloud services, so I wouldn't expect support for that ever.

    Local notification support on the other hand, would be pretty great to have.

    If I recall correctly there were some third party plugins for C2 that facilitated this capability. No idea where C3 stands though.

  • Same idea. Use the pathfinding "On Arrived" trigger to start the next leg/return trip. You can use an instance variable to keep track of which direction you are going, or rather where you need to go next.

  • There are a few ways to do this. You can use the sine behavior for simple back and forth motions.

    Or you can try tween x/y from base to rock. On finished, trigger another tween that goes the other way and repeat.

  • Writing a high quality tutorial would be an excellent way to contribute to the community in a more official manner than a simple project file.

  • I agree with the previous post's suggestion of just making animation frames.

    But here is an over engineered solution for fun - dropbox.com/s/o2hi951wzoquaoe/circularcanvasmask.c3p

    You can turn off the blend mode on the canvas object to see how it renders. You could also probably draw the circle itself with another canvas if you wanted.

  • Add a For Each Soldier in event 5

  • You can also manually invoke downloads of text files via the browser object, formatted as you wish.

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  • In your array, you can use a 1 or 0 in each cell to represent if that slot is filled or empty. Check each cell that the item wants to go in and only proceed if all cells are empty.

  • If the size of the inventory is of a reasonable size, I would probably use a brute force guess and check method. Each item of any size should have a "base" tile, for example the top left corner. Then when placing the item in in inventory array, check each additional spot that item requires to fit, and only proceed if all required spots are valid.

    For auto fitting on pickup, you would loop each available slot in the inventory starting with the base tile and checking for validity until it fits or fails.

    Each item should have instance variables to describe it's size either in terms of array positions, or width and height of all items are rectangular.

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oosyrag

Member since 20 Feb, 2013

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