oosyrag's Recent Forum Activity

  • I wouldn't normally recommend simulating a mouse with a gamepad, it is very clunky for the user. A more common gamepad system will snap to points of interest, like menu buttons or interactable objects.

    Otherwise if you insist, you'll just want to have an intermediate variable store the position of the simulated pointer. If using mouse/keyboard, set those variables to mouse.x, mouse.y, and set the pointer position to the variables. If using a gamepad, adjust the variable accordingly depending on the input.

  • What Everade said, there is definitely physics included, or you can create events to achieve the desired movement.

    Alternatively, use the bullet behavior with gravity on and bounce off solids enabled (recommend fade behavaior as well). Spawn these "bullets" with a random angle and speed within a range you define.

    I'd definitely recommend doing it this way instead of the physics behavior. I don't think the physics behavior is necessary for what you're trying to achieve, it is also much harder to use.

  • Did you set the purpose?

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/icons-splash

    There are further device specific options in your export wrapper.

  • Some specific Construct limitations off the top of my head, there are probably more.

    No running when window is not focused.

    No FPS rate limiting controls.

    Certain things will run more efficiently/faster with pure JS, vs behaviors. The normal user is unlikely to run into this as a problem, until really pushing the limits of what a device can do. But then you can just use JS, so it's not really a limitation.

    Various issues with using HTML form elements, which float over the canvas.

    Jankiness with high cpu use (on certain platforms?), even if FPS is high. (This one is being actively looked into AFAIK and should be fixed, more of a bug than a limitation)

    I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor

    This doesn't have anything to do with an engine limitation.

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  • Or just add a TURN server.

  • The lessons and concepts you learn from using the built in multiplayer plugin are 99% applicable to any net code you do in the future, regardless of the specific format or platform.

  • You can use any version of Construct 3 you want by using the direct link editor.construct.net/rxxx

  • It's definitely a thing and not an optical illusion where the game can freeze for a few ms from high cpu use, even on pc, even when fps is 60+.

  • For a single event,

    On collision with heart - Set health to min(health+10,health_max)

  • Add a For Each Enemy condition.

  • If you don't want the follower to cut corners and get stuck, there are a few options to try:

    1. Use pathfinding.

    2. Have the player drop or otherwise keep track of waypoints for the follower, so the follower follows the player's path exactly and doesn't cut corners.

    3. Use line of sight to trigger a switch over to pathfinding when line of sight is lost, until line of sight is regained.

  • How about collision filtering, where the player ignores the follower's collision box entirely, while keeping the follower collision box enabled all the time?

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oosyrag

Member since 20 Feb, 2013

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