CairoCreativeStudios's Forum Posts

  • Wow! This is incredible! Thank you both so much for this awesome contribution to the Construct community. I'm going to making heavy use of this tool in my projects.

  • Just wanted to thank you for your work in porting this library!

    I'd never heard of it before, but I'm now replacing my hand made (and objectively worse) tilemap based pathfinding with yours!

    Thank you so much, your Username will be in my credits!

    https://chayed-creates.itch.io/machine-minds

  • This asset pack has been turned into a Pixel Art As a Service model, read more here:

    https://chayed-creates.itch.io/chayed-creates-pixels/devlog/72099/another-reformatting-creating-customer-relationships

    And this is the current progress of the tileset for the "Cutesy RPG" Collection:

  • https://chayed-creates.itch.io/chayeds-free-pixels

    Are you looking for professional pixel art for your game? Don't have an artist, and can't afford a good one? Here you can find a load of free pixel assets for free, as long as you give attribution to me, Chayed Creates! Thank you for all your time, and please share with other creators!

    Tagged:

  • Welcome to the Antivirus Apprenticeship Program!

    Click here to learn more about the position:

    http://chayedcreates.weebly.com/chads-blog/machine-minds-dev-blog-about-performance

    If you'd like to join our team, email us via TheChayedukq@gmail.com with the subject line "Beta"

    We're CBoid, the leading company in building tile based Circuit Boards. We're hiring engineers to build virus fighting machines.

    We provide all the tools for the job, including: Building Materials, a digital map and clock, and various meters and graphing tools.

    Job requirements:

    • Must be a good strategist, capable of planning out major machinical projects with many small parts that work together to take out the viruses.
    • Must be able to track meters and graphs for extended amounts of time in order to ensure maximum performance and effectiveness

    Thank you for your time and consideration,

    Chayed Creates

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  • Tokinsom, I might be able to help you lads out with timing and workload.

    I'm not sure if you'd be interested, but I'm currently making a game that plays a bit like MegaMan, myself, but it's not at all a clone, and it's developed as an editor for Construct 2 for the creation of any kind of game. If everything works out for me financially, I'm going to be posting a lot of information about it's progress. I'll share it with you then, and if you're interested in hearing more about the project, don't hesitate to ask.

    The project has been developed from the early demonstration gif below. It's very old and requires updating (The gif, I mean).

    EDIT: By old, meaning that every detail of the game has been updated and modified. It certainly doesn't look much like MegaMan anymore in any sense other than the fact that it's an action platformer.

  • You'll want to look into Google's ad services.

  • Very good, I'm glad you figured it all out! Good luck on your game!

  • i have played a great super nes classic, "super ghouls 'n ghost" and double jump only its possible after first jump. if for example you are coming down from a platform moving with the arrow keys, you can not jump so you can not even do the double jump

    Whooah, that's super weird. I could see how that makes that game, specifically, harder though. They limited themselves, but also used it as a feature in that case, because double jumping after the fall also makes it easier to avoid opponents... So, yeah, for sure, as long as it doesn't evidently cripple the player, and benefits the set of mechanics, go for it.

    As always, it's always about how the mechanics are used when designing the level.

  • If what you're trying to do is create and edit a player's individual "sacrifice" bar during gameplay, you need to add PeerID's to the objects belonging to each player, add those values when they connect, and then pick, by comparison of their PeerID equal to that of the peer sending the message, them when you need to check or modify a value associated with that player's instance of the object.

  • Do the players have separate sacrifice bars?

  • Don't do this.

    If you want to know how double jump is programmed, and how to design levels for it, you should play platformers. For example, MegaMan. I strongly suggest you play any MegaMan that has a double jump type of ability, of which there are quite a few. And any that use wall climb, as playing both will teach you about the importance of spatial awareness and level design in a platformer. Also, play Halo 5. I realize a lot of people don't like the new mechanics (because they don't play like a classic Halo game, and I agree), but they are VERY solid, and are a good reference for these things.

    Remember, all of your abilities as a player are tools to interact with the world around you. If a player falls, then jumps again, that will extend the reach of a jump they might not have otherwise made. Additionally, you could add a ceiling and wall that covers a hole in the floor, where the player must fall, and use double jump to the right to avoid a pit of spikes below. This is a common little design that you'll find often in platformers, it will become second nature to some.

    It being second nature, though, is why it's so important to get it right. Making such a big change must be clearly defined, and have a clear reason for existing.

    Take Blitz Breaker (https://www.scirra.com/arcade/action-games/blitz-breaker-demo-3167) for example. This game doesn't allow you to run, and instead vault anywhere at anytime. It's a neat way to set up mechanics, is clearly defined and easy to grasp, and feels like it really makes the experience original and fun.

  • Ashley, Ah, thanks a lot, this answers all of my own, and other's, questions very well. I'd been in a discussion before where someone had told me that LocalStorage was loaded into RAM with the game, and memory limitations, it's good to know that this was incorrect.

    I guess it would be practical for browsers to handle these things more efficiently than that, I just wanted to prevent getting far enough in my project that changing the data management method might cause problems, and instead make sure beyond a shadow of a doubt that it wouldn't become an issue.

    As for my memory concerns in terms of performance it currently is actually almost a 1GB. Not a big concern, I'm just trying to maximize performance. I see some slowdown when running a lot of programs, and monitoring it shows that memory is the only thing that's really affected so far. I have 4GB of RAM.

    Anyways, thanks for the help! I'll definitely be referring back to this if I see other's express this concern again.

  • Nested loops are something to avoid if you can.

    Every tick doesn't slow the game down, as it doesn't actually do anything. The event would be the same if you removed that condition. "Every tick" functions as more of a title than an actual condition.

    If your goal is performance, the only things you can really do to improve it is to optimize your code, with almost no redundancy, and loops only when necessary, and don't use big images. If your image looks too pixelized, use an effect to smooth it out. Memory is one of the biggest concerns, especially on mobile. Typically the processors and graphics chips on mobile devices are decent enough to handle a fair amount of processes and effects.

  • In reference to sharing variables/information between players, I'd create an invisible object that's created when a player joins (both Host and Peer), and is associated with that player. Each player's info/variables would be added to those objects. Additionally, to sync that information, just follow the multiplayer tutorial and sync objects, as well as their instance variables (similarly to how Input is synced in the examples).

    For any text based data, you'll obviously want to send that as a message between the users. If I were you, I'd store each user's hand (deck) on the host's side, regardless of where it is seen. Store each user's hand/deck in an array. When a value on each changes, send that array to the peers. For example, if a card is added/removed from a players hand, send a message through Multiplayer "'UPDATE_HAND', *HandArray.AsJson*". Make an event for when that message is received, set the Peer's array to the JSON in the message.

    If you have any trouble, let me know. I don't have Construct 3, so I can't open your project.