oosyrag's Forum Posts

  • It wouldn't require it, you can post and get from a webserver with AJAX too.

  • I don't know if this will work for you but here's a trick I've used before.

    dropbox.com/s/wyiz1r06s2p3o5w/autotile.c3p

    The water is it's own layer under the tilemap, which is transparent where there should be water. It consists of two tiled backgrounds sliding across each other with the sine movements.

    Alternatively, I imagine animating by swapping tiles should work perfectly well, if you constrain the updates to happen only if the tile is on screen, or animate only a random portion of the tiles at a time rather than all at once.

  • I would just use higher resolution pixel style images.

  • Don't know much about your specific implementation, but did want to suggest the possibility of using invisible hitbox helper sprites either at the corners or all along the top edges of a platform to trigger ledge grabs instead.

  • Alt-click the preview button.

  • That's not right, all behaviors, including physics, should already be framerate independent. You might have some other issue.

    Note that there is a minimum framerate of 30fps.

    MINIMUM FRAMERATE

    At very low framerates, dt can become very large. For example, at 5 FPS, dt is 0.2. An object moving at 500 pixels per second is therefore moving 100 pixels per tick. This can cause it to "teleport" through walls or miss collisions with other objects.

    Games are usually unplayable at such low framerates, but it is even worse if they become unstable like that. To help the game stay reliable even at very low framerates, Construct 2 does not let dt get larger than 1/30 (about 0.033). In other words, below 30 FPS, dt stays at 0.033. This does also mean below 30 FPS the game starts going in to a slow-motion effect (described earlier as one of the issues of framerate dependent games), however this is usually a better result than the "teleporting objects" problem.

    If you want to set a different limit to 1/30, you can use the system action Set minimum framerate.

  • Some simple logic for a rectangle fill tool might go like this...

    You'll need at least two points for inputs, those would be the corners of your rectangle. You could use the mouse coordinates on mouse clicked and on mouse released.

    Translate these coordinates to your tilemap tile values.

    Then you're going to run two for loop, for min(x1,x2) to max(x1,x2) and for min(y1,y2) to max(y1,y2), to set each tile within these bounds to the proper tile.

  • Use the Multiplayer - Add ICE server action.

    Add ICE server

    Add a custom Interactive Connectivity Establishment (ICE) server used by WebRTC to establish connections between peers. There are a couple of built-in public STUN servers used, but you can also provide your own TURN servers to enable connectivity through certain kinds of NAT. A username and credential can also be optionally provided if the server requires them.

    An ICE server is a blanket term for both STUN and TURN servers.

    You want to put this action before connecting to signaling server.

  • Everything you need to know:

    construct.net/en/tutorials/supporting-multiple-screen-17

    construct.net/en/tutorials/supporting-multiple-screen-17/handling-multiple-aspect-2

    In summary, you generally don't need to worry about resolution at all, full screen scaling will take care of that for you. There are too many resolutions to target. Note that some phones have higher resolution than pc monitors!

    What you do need to take into account and design for is different aspect ratios, by dynamically positioning your static hud elements, and also deciding what parts of your layout/background are acceptable to either get cut off or show extra of.

  • Just gonna chime in again, all the advice above is good, but I wouldn't put too much weight on 8/9/10... You can go try, but in my opinion it shouldn't make a huge difference. I especially wouldn't recommend going out of your way to chop up your event sheets into arbitrary numbers of events with hard limits, more so if readability and organization are sacrificed.

    On the other hand, if it does help readability and organization, refactoring is absolutely a good idea.

    Specifically for performance though, as I mentioned before, keep an eye out for inefficient loops and things that run every frame that don't need to run every frame by using triggers instead (#1 in George's list).

  • No, it should not be solid and be exactly the same width as the main, solid collision box.

    If it is wider, then you'll run into collisions when approaching from the side. If it is narrower, then the main collision box has a tiny section it can get stuck on from above.

  • For your collision box, add an additional 1 px collision box at the base of it. If this one overlaps the normal one (someone is standing on top of someone else), it pushes one or both rapidly off to a side until it is no longer overlapping.

    If you don't want to use two separate boxes, you can also use is overlapping at offset condition to check below.

    game.capcom.com/cfn/sfv/column/131422

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  • I vaguely recall something about music or sound playing will prevent tab suspension.