oosyrag's Forum Posts

  • Middle of layout would be layoutwidth and layoutheight, middle of viewport/window would be viewportwidth and viewportheight.

  • You need to use the tile to position expressions inside your distance expression.

    TileToPositionX(x)

    TileToPositionY(y)

    Convert a tile position to layout co-ordinates. For example, this can be used to position a Sprite object on top of a given tile.

  • Put a sine behavior on the enemy.

    On enemy collides with player, destroy player.

  • You need the multiplayer object for the host and peers to connect and communicate with each other, unless you are using a third party networking api with something like Photon or Firebase ect.

  • I'd say use the stable, unless there is a specific feature in the beta you want to use right away.

    Generally speaking the betas are wrapped up into a stable release within 2 months or so.

  • When you set the color of the text, you can also save what it was set to in an instance variable for future reference.

  • Another option is to use a timer behavior.

    You can set it for x seconds, and use the (inverted) while timer is running condition in your damage event.

  • You can try leaving yourself a bit of a buffer. Set a timer to run on start of layout, and sync everything else to when the timer completes after a few seconds.

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  • the most common cause of poor performance is a device with broken graphics drivers that has to revert to software rendering.

    Older devices are more likely to have out of date drivers, but not all of them.

    The game generally will still work, just with lower framerates.

  • Local storage is saved in the browser's cache file I believe, which in a steam games case would be the nwjs wrapper cache.

  • You can try running a benchmark where you add sprites/particles/collisions until utilization hits x%.

    Just a guess anyway, never tried it.

    You might look into searching for js libraries that you can include and run by script that could give you more information on the end users device.

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  • Use a timer behavior.

    Only allow spawning while timer is running.

  • Then as you run through the loop, save the last valid result (loopindex) to a variable.

    It will save the first, valid set, then check again and if there is a higher set it will overwrite the previous result.

    Do actions after your loop has completed, based on the stored value in the variable.