gumshoe2029's Forum Posts

  • Like assign an overarching ID number to each section (idk if you levels are layouts or not). Then have a local variable for each section that specifies an x & y coordinate to spawn at. You can use instance variables, local variables, or global variables for IDs. Probably instance variables per tileset would be good.

  • You'll probably have to check the window size and have a global scaling factor to resize everything with.

  • On Click: Store the current X/Y

    then every tick calculate the distance between x2,y2 and the original X,Y (using pythagorean theorem).

    if c > 100, stop dragging

  • We have a project like this going, and are always looking for help. (see my siggy)

    If you are willing to work for free, I can teach you everything that you mention here and a lot more. And you will get to work with our awesome team of people.

  • Yea, PHP is exactly what you need to use. Then have an atomic counter and increment it every time the game is started (or ended, whatever you want to count).

  • You need to use layered Ids. Have each build platform have an Id, and have a specific location (x,y) on the build platform that is stored as the 'spawn' location, then just save the platform id of where the player died at.

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  • You should condition NORMAL behavior on some other flag, then change that flag on overlapping or not.

  • How do you track the items in the inventory? Is it just using the 9-patch or do you actually have a data structure backing it?

  • Not that I know of. You might need to calculate the intersection points of each tile.

  • Make it global.

  • : Convert to JSON and then parse - I suppose that would work. Seems inefficient to have to serialize an object to a string format and then back again to be able to pass it as a reference or just assign it to another variable, but it's not a performance-critical bit of code so maybe I'll try that.

    Yea, which is why you should be able to just use the Array as a global object within a given C2 application. You should just be able to access the Array knowing the index of various data, or just loop through it and look for specific data types. Looping is far less CPU intensive than actually passing data as JSON arrays.

  • Something like:

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  • > Yea, try pre-compressing images too. C2 does some compression on export, but it helps more if you have smaller input images to begin with.

    >

    yah! I thought about that, but the manual said that did not have any effect on performance. Will see if that helps. I tried low dpi setting but did not see much of a difference.

    Edit:) I also thought about trying phonegap it export to see if it would make a difference.

    I can assure you that it makes a huge difference. We have an overly enthusiastic artist who outputs images in the 2000x5000px size range, and I have to resize these images in an image processor before importing them into C2 otherwise we pay a hundredfold in performance.

    I said compression, but I actually meant resizing.

  • Has anybody actually used C2 for any interactive twitch games?

    I think you are the first.

    For myself, I have full control of both the websocket server and client, which makes my life easier in that respect.

  • Certainly, you can email me at stormforgedproductionsllc -at- gmail -dot- com