oosyrag's Recent Forum Activity

  • The custom movement behavior also has a "push out solids" action that some people have found useful for preventing overlap in pathfinding situations like this.

  • If you don't have the spawner in the conditions, any action will apply to all the spawners. I'm guessing you only have on collision with coin in your event. Try adding a system pick nearest condition.

  • With NW.js? Do you have any fullscreen scaling?

    Should be automatically centered... If you're talking about your game in a window centered on the users screen/desktop, I don't think that can be done within the program, it will be up to the user to manually reposition the window.

    Or maybe I still don't understand what you are talking about.

  • Are you talking about centering in a browser? Phone?

    Do you have an example/screenshot?

  • In the event when you spawn the sprite, you can assign the UID of the sprite to an instance variable in the spawner object. Then run an event where the spawner object will check if a sprite with that particular UID exists. If it doesn't, spawn a new one and overwrite the old UID.

    Edit: Here is a capx - https://www.dropbox.com/s/mkuflm05cpwnu ... .capx?dl=0

    Notice the For Each condition is important here. If you don't use it, all instances of the spawner objects will be set to the same variable.

  • Before your current system condition that picks a random Moneyspawner, you need an additional condition that first picks all Moneyspawners that do not have money on them. Use the condition from the Moneyspawner object rather than the system compare two values to check the instance variable. This way, the system pick random Moneyspawner will only pick from the already picked empty Moneyspawners.

    Actually I'm not sure if it will work in the same event, you might need another subevent between the every 2 seconds and pick random events.

    Edit: You dont need another subevent. From the manual - [quote:3fxyz5wv]Pick random instance

    Pick a random instance from the currently picked objects. In other words, if Pick random instance follows another condition, it will pick a random instance from the instances meeting the prior condition. Otherwise it picks a random instance from all the instances.

    So order matters here. Make sure you put the Moneyspawners Is Empty condition before the system pick condition.

  • Multiplayer plugin can limit number of players in "rooms". Matchmaking can be a complicated topic, but the simplest would be something like "Join first available room that is not full. If there are none available, create/host a new room". Here is information about how signalling works: https://www.scirra.com/tutorials/892/mu ... pts/page-3

    It is a good idea to actually read all the multiplayer tutorials if you are not familiar with them (really mean ALL of them, not just the first one). Don't worry, they are actually much shorter than they seem. You will get a much better understanding of the capabilities of the multiplayer plugin and what is involved in creating an online game with construct.

    For what its worth, your game being a top down shooter should be very similar to the ghost shooter multiplayer demo the tutorial covers, so you can be pretty confident that it can be done.

  • The built in tilemap object is for straight grids only I'm afraid.

    There might be plugins to handle isometric tilemaps.

    Otherwise, isometric tilemaps are rather well documented online and it should be a small commitment to recreate a custom isomentric tilemap system with arrays and positioning the tiles via events. This way you can even do your level design in a spreadsheet and import that as a .csv project file to keep things flexible.

  • Sorry no.

    If you try to put it together as much as you can first and run into any specific problems you can't solve, then post a capx on the forum and I, or anyone else, would be glad to help.

  • A fixed path should use significantly less resources than pathfinding, especially if you have large amounts of objects pathfinding.

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  • Quick answer - Yes online multiplayer is doable.

    But when you say "on steam" do you mean integrated with steam's matchmaking functionality/friends lists ect.? Then I have no idea how to go about that.

    If you design with the multiplayer plugin, it will work on its own with or without steam.

    Looks fantastic by the way!

  • Is the path fixed and unchanging (can you block the path with towers)? Then you don't need pathfinding.

    If your path can change dynamically in game, then you need pathfinding.

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oosyrag

Member since 20 Feb, 2013

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