oosyrag's Forum Posts

  • I haven't tested this myself yet, but my guess is that pinning behavior position updates every tick, while the multiplayer object only sends updates at 30 frames. Normally when using local input prediction and sending client input updates, you would only trigger local movement on client update, which happens at 30fps, rather than every tick, which is what the pin behavior would do at an attempted 60fps.

    To resolve, you could try either turning on LAN mode with the set bandwidth profile action (not recommended), or set up control and movement the pinned object manually, like you would the base object.

  • Keyboard- on enter key pressed, set text

  • Downscaling quality. The default medium tightly packs spritesheets, and generally works. However if there are issues with color fringing, the high mode will pad out spritesheets and avoid the problem - at the cost of increased memory use.

  • I believe there was a blog post about this recently.

    construct.net/en/blogs/ashleys-blog-2/surprising-difficulty-1528

    Check out the Avoiding the Problem section, specifically about using power of 2 sizes for your base graphics.

  • The text object has a condition "On Typewriter Text Completed" you can use to set the next text. You can do the same thing with mouse - on clicked and text - Is running typewriter text together.

  • Hmm.... I imagine it would be no different than making a mobile android export with gamepad inputs then, if it can access the play store.

  • A Chromecast can stream a pc or mobile device, so it wouldn't be making a game for it in particular. Anyways there are no input devices accessible on a Chromecast so what's the point.

  • If you read through all the multiplayer tutorials but still have trouble, you should follow them step by step to recreate the example projects.

    If you don't understand how the example projects work, you're going to run into a lot of issues making your own game.

  • An array is just a set of variables grouped together like a spreadsheet.

  • Off the top of my head, I would use an array to do this instead of two variables. Then you can use array.indexof(min()) to get the position of the value.

  • It depends on the device that runs your game.

    Bounding Box Performance Test

    My computer hits about 50,000 sprites before slowing down, to around 30 fps at 100,000 sprites. A mobile device would be much less, and a more powerful gpu (mine is some 6 years old) could be much higher.

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  • There are multiple ways to do many things. Use whatever you are most comfortable with and is convenient for you.

  • You can try searching in the addons section for Construct 3.

    construct.net/en/make-games/addons/98/rgba-channel-separation

  • The games you mentioned pretty much all had different implementations of pathfinding. Which one would you want to be default in construct? They all had different limitations and solutions, there isn't a one size fit all.

    Even Starcraft, which came significantly after some of the games you mentioned, used different pathfinding algorithms for certain units only, within the same game.

    Here's an example codeofhonor.com/blog/the-starcraft-path-finding-hack

    The reason you haven't been able to find a solution for the sprite overlay problem is because even the big name developers couldn't find a solution for it, they just designed around it and hid it well. Case in point, some units like air units and zerglings don't move in formation at all. They just lose collision with each other while moving, and spread out when they get to the destination. A good developer will focus on making a fun game look good, rather than get stuck on a specific requirement like non overlapping units that doesn't matter in the end anyways. See what this guy did - striketactics.net/devblog/starcraft-1-pathfinding-technical-analysis

    Here's another great article. tl.net/forum/starcraft-2/132171-the-mechanics-of-sc2-part-1

    Note that Starcraft 1 (Brood War) relies extensively on a* pathfinding, which is exactly what Construct gives you. How you implement it is up to you though.

    Swarming boids style movement used in Starcraft 2 can also be done using the 8direction behavior in addition to pathfinding. That's another huge topic as well, but that could be a specific thing that I wouldn't mind seeing added as its behavior in Construct. construct3.ideas.aha.io/ideas/C3-I-1680

  • Steering wheels are probably like joysticks and treated as controllers. You should be able to access their input via axis expressions.