Colludium's Forum Posts

  • Don't modify the Wait action, TheRealDannyyy, because it doesn't make an incremental transformation over time.

  • Search for "Global Layers" in the manual. There are also global objects - which are described in the manual as well - but the global layers will be better suited to what you describe.

  • Is it required to make these changes to each one of my movement based events, to get my games to work fine on high HZ monitors?

    I honestly thought that things like these would be handled by the engine itself and not by the user, if that's the case.

    This depends on how your movement bases events work. If you're using Custom Movement, Physics or the Bullet behaviour then you probably don't need to change any of your events. However, if you are setting speed changes over a number of ticks then you will need to consider how many of those ticks will happen in a second (ie use dt) so that the player experiences the same effect on different monitors.

  • We've all been there! Glad it seems to work now.

  • I think your maths is incorrect, which is probably the cause of you seeing what you're not expecting.

    For example, if you run the following event every tick:

    Object.Y = Object.Y + dt * 5

    Then, after one second, the Object will have moved down 5 pixels (which is, I think, what you want to happen in your example).

    In your equation, by multiplying dt by 1/dt (ie MonitorHz = 1/dt) then your movement becomes framerate dependent because the Object will move 5 pixels per tick.

  • apeisa - you listed some real classics there!

    I was also unable to get the platform behaviour to work with the multiplayer plugin, and I don't expect that bug to get fixed any time soon (ie not before and probably not soon after c3 is released) so I am using a version of the data-sync technique used in that example you linked to. It's quite a good and simple concept, and works well for my game so far. I'm trying to be smart with the amount of data that gets shared between players - limited to game-play data like positional and velocity info, tilemap changes, bullet spawn, etc. This data is all necessary, but I have elected to not share floats (only integer numbers), with each field of the data being placed into a Dictionary json for sharing (as array jsons within the dictionary json).

  • Slow but steady progress so far this week. Forgive my placeholder graphics - but you can now edit some of the layout contents, including light effects

  • I claim no credit for these video tutorials - so, thank you OnekSoftGames for putting them together and your support of c2 export .

    I found them by fluke... please take a look if you're interested in a detailed explanation of how to export from c2 for the Universal Windows Platform for Windows 10 (video 1 concentrates on exporting to Visual Studio, video 2 expands on that with details of how to incorporate ads in the final export).

  • I think that making your own might be the easiest way...? tutorial

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks for your post, I have also been frustrated by the limitations of the platform and physics behaviours - and I never understood why your simple modifications to the box2d plugin were not implemented. Thanks to your post here I have decided to try to create my own platform behaviour - to compare performance / to enable collision filtering etc (using the raycasting plugin). I've also started (slowly) learning C#.... just in case lol....

  • Problem Description

    The NWjs object UserFolder does not return the drive letter / a compete path to a user's folder. When importing a sprite image using the UserFolder, the path is inadequate for the requirements of Sprite Load Image from URL. Reposted to remove the Canvas plugin (not required for the demo - my mistake!).

    Attach a Capx

    capx

    Description of Capx

    The capx contains 2 methods of importing a sprite image from the user's hard drive - by using either the NWjs.UserFolder path or by opening a NWjs file chooser. The path in the file chooser is complete and loads the image, the path in UserFolder cannot be used to import a sprite image. You will have to save an image as per the instructions before running the test.

    Steps to Reproduce Bug

    • Save an image to \Users\YourName\test folder\image.png
    • Run the layout in nw.js
    • Use the 2 buttons to select the image import path

    Observed Result

    The sprite image can be loaded from the ChosenPath but it cannot be loaded from the UserFolder path.

    Expected Result

    The UserFolder path in NWjs should permit a sprite to load an image from URL.

    Affected Browsers

    • Only NW.js

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r231 64 bit, nw.js v14.6

  • Oops!

  • Arima - it looks excellent!

    My web filters were preventing access to the images.

  • Thank you for your continual and amazing support of c2, rexrainbow! These are superb! :.

  • None of the images in the first post are visible to me.... :/