Fimbul's Forum Posts

  • you can dump whatever info you have onto localstorage.

    I don't know if it accepts images or not, but you could make a plugin to shove images there.

    Worst comes to worst, you can encode your images in base64 (there are already plugins that do this) and store the resulting encoding onto localstorage, and then load them back in.

    I don't think it will ever expire, unless the users explicitly clears it.

  • I am currently concerned with the current status of HTML5 real-time gaming.

    For instance, I've made a few prototypes using TCP websockets, and I ran into two major deal-breakers:

    The first is lack of UDP support - since I can't get rid of sequencing and delivery assurance, this some times means some of my players get badly out of sync, since they're stuck (some times for as much as 500 ms) waiting for packets that contain outdated information. Apparently there is no discussion regarding this in the living standard, and it's stuck in the stone age. There used to be an experimental extension in the dev version of chrome that could enable UDP sockets here, which was available a month ago, but it has since disappeared - which should reflect the instability of the whole scene.

    UDP is absolutely essential to real-time gaming, and it seems to be completely ignored at the moment in the specs.

    The second is the suspension of the game process when the window loses focus. This appears to be impossible to bypass, and creates a series of problems for multiplayer: mainly that players get badly out of sync once they become unable to process received messages in time. I don't know if this is a problem with the websockets extension, or if the game loop itself is affected.

    Does anyone have more information or possible solutions concerning these issues?

  • You would have to go out of your way in order to NOT make the browser cache stuff.

    In other words, yes, construct has that option and it comes activated by default.

  • The question here being "can we get multiple inheritance with families? How?"

  • Ashley, I'd prefer if you broke it up into a series of basic plugins instead of a super duper do-everything-rts-related plug

    Expanding on what kyatric said, a LOS plugin, a raycaster, a pathfinder and so on help a lot more

  • nothing wrong with "every 2 seconds -> spawn bullet" actually :)

    You use dt for situations like "every 1 second -> move object 10 to the right" which then become "every tick -> move object 10*dt to the right", which serves to make the motion smooth.

    For instance, instead of "when the up arrow is held down -> increase acceleration by 5", change to "increase acceleration by 5*dt" and the object will accelerate 5 pixels per second per second :)

  • I was going to make a plugin for this, but I worry that Ashley will just make something better & native, since it's such a basic feature.

  • Instead of setting the rotation to a fixed 1.5 degrees, create a variable with an initial value of 0, and rotate the object according to said variable*dt.

    In addition, when left arrow is down, set 'turn left' to true AND increase the value of the variable by a fixed amount multiplied by dt (add 0.5*dt to variable).

    To turn the other way, subtract instead of adding.

    If you want to limit the maximum/minimum turning speed, whenever you would add or subtract to that variable, instead of adding or subtracting set the variable value to clamp(variable[+/-]<amount>,<min>,<max>) (see here for details).

    don't forget to multiply stuff by dt, otherwise things will go really fast.

    I hope this helped!

  • ,

    please create a tutorial with your experience, even if it turns out to be very small...

    It would be a shame if your insights were buried after this topic is forgotten!

  • I would prefer if Ashley focused his resources on improving the core construct experience, as he's already doing with technology like webGL acceleration, but also with stuff like custom ACEs, prefabs, event-coded extensions and plugins, layout variables, multiplayer, more power in the IDE, tilemap support and other awesome stuff like that!

    I'm leaving my two cents so Scirra knows not everyone cares deeply about iOS and Android, though I concede that for you guys it probably is extremely important.

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  • pedrolucas, voc? est? fazendo diversos posts duplos em p?ginas que nada tem a ver com o que est? perguntando. Se n?o consegue compreender o conte?do do f?rum ou as respostas que lhe foram dadas, e prefere se comunicar em seu idioma nativo, procure alguma dessas p?ginas:

    IGM Brasil

    Comunidade do Facebook

    ----//----

    pedrolucas, you're doubleposting several times in pages that have little to do with what you're asking. If you cannot understand the contents of the forum or the explanations given so far, and you prefer to communicate in your native language, you can try these communities:

    IGM Brasil

    Comunidade do Facebook

  • Jayjay, I feel like the rendering time is being artificially lowered so that we can see WebGL working away on making the scene look cooler.

    If it ran uncapped, we wouldn't see the static at all.

  • At this point, you're better off doing the tutorials than asking around in the forums.

  • You seem to already have the answer - just check if the distance between the coordinate you want to check and the center of the object is smaller than the circle radius - if it is, there's a collision.

    if you want to check between two circles, the process should be very similar, and extremely simple as well: the distance between the objects should be less than the sum of their respective radii for a collision to happen.

    If you need something else, try this:

    Collision detection and reaction

    it's made for AS3, but one with your knowledge level should be able to port the code easily :)

  • think it's possible to send the OGG/MP3 stream over TCP to make a sort of voice chat?