Jase00's Forum Posts

  • helena Yeah I was so young those days, my older bro used to teach me special techniques, he taught me how to make scrolling which was really complicated but possible, and also there were no "Global Variables" but there was "Score" and "Lives" variables which were limited to 4 each. Also I remember all the pre-rendered sprites like the barbarian and kung-fu guy, and the pre-made demo games like Romeo and Juilet and Gradius(?). Good times ^^

    Sorry for derailing the topic. In light of the actual Path movement idea, I'm personally not too fussed for it since there's events to move sprites towards other sprites so you can make your own paths very easily, even for beginners. But as for ultra-beginners that don't even know what a variable is, it could be useful.

  • helena I used to use Klik&Play too Ahh nostalgia.

  • I'm not really aware of any fangames being made in C2. Candescence began porting a fangame that was originally in MMF2 into C2, (Sonic Worlds), but then he gave up due to optimisation issues.

    I made 1 fangame in C2 but then gave up on it. It was based on the game MapleStory, and I called it

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  • This seems kinda cool, but I can see a problem if there were multiple "Sprite" objects. If there was 2 Sprite objects (at the same distance) trying to collide with Sprite, it would only detect 1 of them, right?

    Or what if one of the Sprite's was stretched a bit, the distance is still the same but could be touching Sprite2, but then a 2nd Sprite that isn't stretched could be closer but not touching Sprite2.

    Pretty interesting nonetheless! I reckon this could be use in certain ways

  • Doesn't the "jittery" thing from cropping only come about if you didn't set the origin points first? Shouldn't it go

    1) Import all images (lets say they are all 128x128)

    2) On any frame, position the Origin point.

    3) Right-click the "Origin" point on the little floating window and click "Assign to whole animation"

    4) Hold SHIFT and click the Crop icon.

    5) ???

    6) PROFIT

    Tekniko , I kinda disagree that they add "more features over quality features". I think it happened a lot in the early days, which is shown by the fact that the image editor is a bit "eh" (I'm aware that c2 shouldn't be an image editor, but there's a few issues with the GUI), but as time went on and newer features got added, more quality was put into them (SpriteFont is awesome, Multiplayer is awesome, ect). Things get addressed pretty well, it just requires good reason.

  • I think Courier is extremely visually appealing <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    http://steamcommunity.com/sharedfiles/f ... =252299679

  • Ashley

    Ah that's useful information, thank you! I think my events regarding the signalling server were tidy, but admittedly the events for peer/host were a bit demanding. I'll check out my events.

  • Well, every 5 seconds to update the counter, and every 3 seconds to recheck for empty rooms. The 5 seconds could be increased for sure, but the empty room checking is a bit more complicated. If a player was in Room10 and had to wait 1 minute til it checks if Room1 is now avaliable, then that player would prob get frustrated at waiting.

    I guess I'm just wondering what the limitations are, because it works fine, but only to a degree.

  • +1

    In an even simpler light, if there was an event for "Player" e.g. "Set position", you can't currently search "Player Set Position", which would be nifty.

  • troublesum

    I could totally handle it that way, but I don't have access to a server

  • Nice work!

  • alvarop I'm not sure still, I don't know what forums to go to, what IRC channels to go on. Skype would be useful once I find people to communicate with, and I don't really have a massive amount of friends that are in to games. ;(

  • Where does one find people willing to beta test?

  • Hey, hows it going!

    So I was curious about how this works, it's affected me in two areas. Once in-game with another player, this isn't a problem at all but when it comes to retrieving data about other games, I will eventually come to a "Flood Limit Exceeded" error, which (I think) disconnects from the signalling server and prevents me from reconnecting to it unless I refresh the game. Now, I'm totally understanding if I was sending constant requests every tick to the signalling server, but I'm not doing that, I space out the requests (Maybe I don't space them enough?) I also don't expect to be using all the resources on the signalling server, I do understand that it's shared and primarily used to route people to eachother, but is there a way I can solve these situations I am facing?

    • I make a request to the signalling server every 5 seconds to get the Game instances, so that I can tally up how many players are online. after a certain amount of time, maybe in a few minutes, I get a "flood limit exceeded"
    • I make a requests to detect the next empty room every 3 seconds when connecting to a game. Say there's Room1, Room2, Room3, and you attempt to connect, you will become host of Room4, and then if Room1/2/3 become empty, then you will end up stuck in Room4 until a bunch of players take up the previous rooms. So every 3 seconds, it will detect what room is the next empty one, so if you were in room 4, you will go to room 1 if it is empty.

    Thank you!

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  • I CAME IN LIKE A WRECKING BALL!

    Really can't wait to play this.