oosyrag's Forum Posts

  • Whatever fits your workflow most comfortably.

    Personally I don't bother with "exact fit" hitboxes, so creating a rectangular box in Construct's editor is no problem for me. For that matter, I only ever have to make one since it's just a rectangle and I can shape and size it during runtime, and they all serve the same purpose.

    If you want to paint exact hitboxes, it might be more comfortable to do so with your image editor of choice, with the ability to use layers, transparencies, brushes, and bulk export options. Again, I'd say that this isn't standard practice, and is probably going to cause more problems and headaches than it's worth...

  • I thought separate objects were also combined into sprite sheets automatically? And large animations are split up into multiple sprite sheets?

    I'm not really familiar with what goes on under the hood, but my understanding was that Construct optimized sprite sheeting, so I never really worried about it.

    One memory consideration though, as 3000 is quite a significant number, is that will all 3000 unique images always be necessary on any given layout? If your gameplay only calls for a portion of them to be seen at any given time/playthrough, you might want to consider a system loading them in on demand, or separate them out by layout.

  • I suspect a single object with 3000 animation frames would be preferable to 3000 separate objects. But I also suspect it won't make any perceptible performance difference in most cases.

    The bigger consideration is your game logic. Are these 3000 objects functionally the same? If so, I would probably put them all in a single object.

  • Not without knowing your project settings and what the sprite size/resolution is.

    But you can try changing the fullscreen scaling quality, pixel rounding, and sampling settings in the project properties to see if you can get the result you are looking for.

    Or just use a higher resolution sprite.

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  • Your sync action is in the host group. I believe it needs to be done for all clients.

  • Stages of multiplayer development:

    1. Accept that latency is a thing that exists. This means that no two peers will ever see the exact same thing at the exact same time. It is basically physically impossible.

    2. Design around it. This includes local input prediction, which means a peer will receive feedback for their inputs locally before the host or any other peer receives the information that they have input anything at all, and lag compensation, where the host validates that peer inputs and actions, which actually happened in the past, are valid.

    Interpolation is also important, but the multiplayer plugin takes care of most of that for you so you don't have to worry too much about it.

    In general, you're going to want to decide who sees what, separately, because no one will be seeing the same thing at the same time.

  • Hmm it's a little hard to say, it depends on what you're trying to do and I haven't really wrapped my head around your logic.

    But basically you use it when you want to have any particular action(s) apply for each instance of an object, instead of for all of them at the same time.

  • Using the "For Each" system condition usually solves this type of issue.

  • You can if you have a way to look up/record the associated pronunciation of the relevant word in each sentence. Manual entry would be one straightforward way.

    Showing matches after that would be simple.

  • If you made them in c2, you can open them in c2.

    Remove or replace any use of the plugins, and then you can open in C3.

  • That's pretty nifty, and most likely a bug with tile movement. I filed a bug report for you.

  • I mean... moving stuff into and out of local variable scope is always fiddly, regardless of if it's in a group or not. FWIW you can't move an event that references a local variable to somewhere that local variable is not accessible, group or no group. And if you move the variable out, anything that references it locally gets deleted, with warning. This is consistent behavior wherever the local variable is.

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  • Local variables can be created/moved under groups, it's been like this. It's one way to manage global variable clutter.

    Klabundee has the right idea, local variables are reset every tick. If you have two separate events in the group, they can both access the group's local variables as long as it is on the same tick. I think another quirk is that triggers happen outside of a normal tick and won't be able to share data with normal events through a local variable, but can with a separate events using the same trigger.