kidswithcrowns's Forum Posts

  • Conditions only check the instances picked by previous conditions. So you can use a condition to filter down the picked instances to just a few, and then the next conditions will only run on those instances.

    Testing overlaps is actually a good way to filter down instances, because it uses the collision cells optimisation to avoid even checking far-away instances. So it can even scale to enormous layouts with thousands of instances and stay efficient.

    I've been kind of nervous for a while wondering if I was doing something wrong by using overlap checks a lot

    Good to know it's efficient!

  • This might not be what you're asking for but here's a way to get a fake 3d effect using Z elevation

    https://ufile.io/g4vojquv

  • > android when commute

    that's intersing ppl are able to use mobile for complex/complicated making of stuff

    > "attach" one sprite to another.

    > image-points.

    dunno what 'sprite' is or any of this, but i guess it likely doesnt matter atm

    does anyone have advise on next steps?

    so what is suggested now?

    do i try construct 2 or is it way inferior that i should try the demo of construct 3, or is that so limited and you wont really understand anything and you should try construct 2?

    I would try the C3 Free Trial and do this tutorial:

    construct.net/en/tutorials/beginners-guide-construct-1

    As soon as I did this tutorial I knew C3 was the engine for me

  • My friend was able to host from his laptop, but mine still doesn't work. Any ideas?

  • Hi, anyone know why no one can seem to connect to my multiplayer game when using the exported NW.JS?

    I can connect to it from the same laptop I'm hosting from, but others are having issues

  • Or better yet is it possible to package the whole thing into an .exe?

    I would like to avoid having players unzip and then hunt for the nw.exe

    Tagged:

  • This happens automatically. See the section "Updating your game" in the tutorial Offline games in Construct.

    I just realized that I wasn't specific enough in my question. What I meant to ask was how do I make a self-updating NW.JS export?

  • You could do

    On collision with wall

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  • Normally you can read and write text files and send text over a network. Binary is useful to be able to deal with nontext files or to send data more compactly over the network.

    Reading non text files is more niche but can be useful. Typically you’d be fine with just using text based files.

    Binary data can be more compact than text. Especially with numbers. For example look at the number

    123456789.0123

    As text it will take 1 byte per character or 14 bytes, or you can store it as a 64bit float and only take up 8 bytes. So in that simple example you’d save 6 bytes for one number. Anyways, that’s just one example.

    Thanks for your reply! So this would be excellent for basically compressing information before sending it over a message in the Multiplayer Plugin

    This seems very useful. Is there an easy way to convert and unconvert information?

  • kidswithcrowns

    Thank you. That makes sense, but I still don't know what the next steps are to allow P1 to take gun when they are overlapped.

    (these are probably all wrong approaches) - I tried taking out the destroy, but it would just spawn the gun everytick. I tried set weapon position Player.ImagePointX(0), Player.ImagePointY(0), but it would jump between players randomly.

    What do I need to do next, would you be able to give me an example?

    Thanks in advance!

    Sure!

    You have the right idea with taking the weapon. Any of your methods would work. The part that is making it act weird is the condition "Player on collision with Weapon". Every time you give the weapon to the player, it's re-colliding with the player and retriggering the collision

    There are many ways to solve this, and they all involve making it so the "On collision" trigger only fires if the weapon is being picked up

    one way is to give the weapon family a boolean called "equipped"

    then add a condition to the collision event that checks if the weapon is NOT already "equipped" (you can right click an event and click invert)

    if it's not "equipped", go ahead and spawn a weapon on the player and immediately set the weapon's "equipped" bool to true so it doesn't trigger the collision event again

    ufile.io/84fuklb7

  • I don't understand why you don't just contact me and ask like am I impossible to reach out to or scary

    I DM'd you on twitter

  • Here's what's happening

    On Player Collision with Weapon

    This is 'picking' the player and the weapon involved in the collision. Any future actions within this block will be applied to THIS player and THIS weapon

    Destroy Weapon

    Here, you destroy the weapon that was picked. Now the weapon is no longer picked, since it no longer exists

    Player spawn Weapon

    Since no Weapon is picked, the game just spawns both types of Weapons at random, since it doesn't know what you want

  • Seems like it could be very useful, but I don't know for what

    It's a little further on the tech side than I currently understand

    Can someone help me out?

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