oosyrag's Recent Forum Activity

  • Each company should have detailed documentation regarding their requirements and definitions of data collection and security. You should refer to each relevant policy.

  • See Rojohound's first post.

    Multiply the number of degrees per second (speed) by the number of seconds since starting. If the number is over 1080 (360*3), then you have completed at least three rotations.

  • Was exploring the website and realized it's really difficult to find a link to simply launch C3. The homepage link to "Launch C3" takes you to the "Try now" page, which includes links for guided tours and examples, but if I wanted to launch without either of those, I have to click the link for "Latest updates" under the Construct 3 menu, click through to the latest stable or experimental, then click the launch button just to get in to C3. On the latest stable, the launch button isn't even on the screen at first and requires scrolling to see because of the video embed.

    Just some accessibility feedback.

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  • Technically yes. There isn't any particular numbers limitation on users, especially when dealing with one on one connections. The signaling service tells users where to find each other, and communication then happens directly between the users. It doesn't matter if you have 1 game or 100000 games at the same time, each user is only communicating with one other user.

  • Can't you just give it more time by using greater than 355 degrees instead of 359, and add trigger once while true, so it does not get triggered more than once while between 355 and 360

    A wheel spinning at just 1 revolution per second will progress 6 degrees every frame, assuming 60 fps. That can still pass the window between 355 and 360, and 1 rps is not particularly fast.

    Keeping track of and comparing the total rotations by summing up angular momentum over time is the way to go.

  • If you already know the height of both the enemy and the player, you could use a simple lerp to get the hight of any point in between them. Lerp(a,b,x) where a and b are the height of the two known objects and x is the progress of the projectile between them, from 0 to 1.

  • Both the horizontal motions and vertical motions can be handled by sine behaviors.

    dropbox.com/s/unw964epbjzimup/swoopexample.c3p

  • Use the tangent of the (z) viewing angle multiplied by any given distance to get the height at that distance.

    tan(zAngle)*distance(self.x,self.y,target.x,target.y) = zHeight at target.x/y

  • I don't believe this is possible with Construct by itself. You would need a backend service or other online data storage solution, at least enough to authenticate and keep track of each user.

    Generally speaking, every user, upon creating an account, will have a code or link associated with their account in your database. This code/link will be available to the user to share. When a new user enters the code/link in their client, your server will be able to look up the origin account associated with that particular code/link and credit it accordingly.

  • If it's tedious, you might want to consider redesigning to not require using that many separate layouts.

    I don't know if it applies to your project, but I've seen many where layouts are used gratuitously and unnecessarily. Consider using a data driven level loading system instead.

  • Try increasing the rotation speed property of pathfinding then.

  • Yes.

    Use the geolocation plugin. construct.net/en/make-games/manuals/construct-3/plugin-reference/geolocation

    You can use it to request the device's location, which may or may not be supported.

    On location update, you'll be able to get the latitude and longitude values from their expressions.

    what you do with the latitude and longitude is up to you.

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oosyrag

Member since 20 Feb, 2013

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