jayderyu's Forum Posts

  • Scrolling speed is very custom kind of thing. Your going to need to figure it out. however here is the basics.

    startScale

    endScale

    EveryTick

    If( layoutscale != endScale )

    layoutscale = lerp( startScale, endScale, lerpValue between 0-1)

    and for scrolling

    My suggestion is to

    make a camera target object

    make a camera object. Attach ScrollTo behaviour to the camera object.

    move the camera target object to where you want.

    Evertick

    if camera target is not overlapping camera object

    cameraveObject.moveTowards XY of CameraTarget of speedInPixels * dt

  • Ask made a suggestion over a month ago that C2 should use PageJournaling to auto watch an Asset folder(for project folders not capx). When anything occurs such as a file change of an established image. Then C2 would auto update the image. Added with the prior suggestion to set a default image editor I think this route would be a good way to just remove default image editor and replace with just the collision and animation editor.

    This would also get rid of all these threads to add more editing features and vastly improve development flow. Otherwise the image editor get's the job done as it is. But I really like the the option of a defualt image editor instead fo the current one.

  • There is a Node path finder in the store. but unfortunately when I tried to work to make a plugin/behaviour to do on screen edit time path set up it can't really be done. There isn't enough interaction control in the IDE core system that's being used. So it's more likely a C3 feature. So right now it's CSV based graph path finder. I'm working on a runtime tool that will create, output and upload the graph. But it's not as convenient as an edit time tool :\ but i'm working on a few bits to fix up before that part is released.

  • No. They don't do "save state". They do "save games". I may have slipped on the keyboard when typing the difference on save game and save state. I will claim error if that's the case. C2 save system is a form of "SaveState"

    http://en.wikipedia.org/wiki/Saved_game

  • lilvee1989

    No it's not. what your gauging is the end experience from the user side. From the developer side these technologies are distinct and not the same. If you use one set of sub culture words which can refer to different meanings then your effectiveness to communicate is hampered. As a developer it's best to learn the terms and lexicon of any particular group.

    What's going to happen is that future new developers are going to be misinformed and it's everyone responsibility to to help each. Which is the point of a forum.

    So for possible future readers. Game Center at the time does support multiplayer game. GC supports leader boards, achievements based experience.

    Anyways I'm done. I think the thread is covered well enough.

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  • As i understand GameCenter is a central hub for player information. GameCenter doesn't actually do the multiplayer. Having looked at games on ios that use gamecenter. These games still use systems such as Photon, Raknet and others to handle the actually multiplayer game play elements.

    So DUOIT title is correct. how to integrate GC into multiplayer is correct. And since there is a plugin for GameCenter in C2 already you are all good to go. happy game making.

  • You are using the savestate system to save the game. While you can use the savestate system and Ashley even shows an example. It really isn't the best way to do it.

    Using the savestate system saves every object and every bit of data on those objects. This means all the static terrains that never changes. all the background art everything saves. This results in a save file where 99.5+% of useless data. This actually uses up a lot of save space. I suggest just printing out a few objects just to see what get's written. You will be surprised.

    So of course there is a behavior to stop saving certain objects. Every tree position doesn't need to be saved. So you used the behavior to stop saving data on certain objects. And this is better approach. As this will reduce the amount of data you save. This will result in a much smaller file. But probably still 90% of information you won't need.

    Keep in mind that the save system is a savestate which is meant to mimic the state of the game in memory. Including all the global values that carry over between layouts. Think of this is needing to reload a game on a mobile device when switching apps. Players except to precisly resume their game.

    A save game only needs to save pertinent data that has meaning and doesn't need to reduplicate the memory state of the game. Mario, Assasins Creed, bioshock, GTA..... don't do save states. They record meaning information on progress and positional information.

    So your jerk pause for 1-2 seconds is likely due to writing far more information you need. I wrote a savegame for The Blue Code and the save is unnoticeable because the data is less 300byes. In relation 1object in savestate is about 200+bytes. So you could be writing possible 100's kb of datam heck maybe even in the mb.

    I suggest ideally to use proper save information for save games. And use save state for resuming games if your on mobile. It's more work though as you need to store the data and interpret the data. Where the save state is certainly far more convenient.

  • Don't use C2 image editor. It's only meant for place holder art or temporary changes.

    Also check what tool your on in the tool bar to the side. I got caught up on that in my first couple of days. Just over looked that I was in origin point point mode rather than on a brush/fill/shape tool.

  • DatapawWolf

    Multiplayer is awesome. However doing MP requires an entire different way of thinking. And your having troubles adapting to the different thought process. This is going to make MP difficult. As a personal experience. I worked on a MP game with a co-worker. I did the entire networking side including writing the server in NodeJS and the client in C# Unity. All the other guy had to do is use 3 functions and understand network messaging. He understood the messages very quickly. But it's been 2 weeks and the networking thinking is still causing him troubles. Smart guy though. We have managed to get through enough.

    Anyways stop thinking of Peer as being a player. Break that chain now. Peer != Player. Peed is any computer connected. So First Peer is the Host. Who says it's a player peer? Your assuming that a player is going to be a first peer and thus authoritative host. This is an incorrect form of thinking.

    You can create a first room peer and run it on your dedicated hardware server. Thus your now controlling the authoritative information. This peer

    A. Does not have a playable character or if it does it's out of bounds.

    B. This peer NEVER logs out as it's run on your computer as the authoritive host.

  • I don't use Magicam much. I've only toyed with it. From what I saw no. But that's doesn't mean you can't. Can't be much more helpful on Mcam.

  • Instead of scaling the project. Scale the specific layers, So scale all but he UI layer.

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  • While this game looks 2d. It in fact uses a lot of a lot 3D aspects. Such as mesh transformation.

    You can do this in C2, but you would pretty much need to write you own plugin to handle the platforming beahviour that would mix with the Canvas plugin. You couldn't get a way with just using C2 core plugin behaviours. Doable yes, but only for expert developers.

  • What would be really nice is scene graph heiarchy for objects.

    In Unity 1 object can only have 1 collision box. So it's not unusual for 1;1 ration. it's nothing new. However many engines I have worked with use SceneGraphs and non scenegraph engines like C2 are fewer out those I used.

    A scene graph uses a parent->child relations. This makes the XY, Size, angle all relative values compared to the parent. While PIN does this to a lesser extent. it's a far inferior to scengraph.

    In Unity when we need multi sensor objects. We create the core object and then child objects with additional colliders. Because unity uses Scenegraph this is easy. If I flip/rotate(ie Mirror) the object and children are mirrored with the parent. This makes handling multi part objects super smiple.

    Now I love C2 more than Unity. Much more, but I do disagree with a few design decisions. PIN is not a replatement to Scenegraph design. And scenegraph design would fix a lot of problems developers have with C2 and object structuring.

  • Never had a problem with Dictionary. Can you post an image snippet of what your doing.

    Also just to let you know. Current Key and Current Value only work right when your doing a specific Dictionary ForEach loop. There is a System ForEach, but Dictionary and Array both have custom loops. These loops use the refernece for Current XY stuff.

    So if your doing CompareCurrent value with a CurrentKey and not in a foreach loop from Dictionary. It's going to fail.

    "CurrentKey

    CurrentValue

    In a For each key event, these return the key and its value (respectively) for the current key being iterated."

    https://www.scirra.com/manual/140/dictionary