oosyrag's Forum Posts

  • It should work fine as it is. However, while stun servers (default, included ice server) are normally pretty good at making connections through various network configurations, there are exceptions.

    If you add your own turn server (not included by default) by using the add ice server multiplayer action, it should more or less garuntee connectivity in all cases.

    Note that due to live bandwidth utilization, turn servers are not usually free. I believe there are free ones available with certain usage limitations though.

  • Note that Facebook and similar sites have a lot of embedding options and APIs for specific features, that you should be able to plug into an iframe object no problem. You'll have to look at their documentation for more details.

  • Play other games, see what game has a font that you like and stands out (or didn't stand out, if that is your thing), and look for a similar one.

  • Perhaps a rounding error at the edge of the attack range? Maybe have them stop after they are slightly closer.

  • Advanced random is good, it can pick a random number from a set without repeating.

    Alternatively, after you pick a row from the array, just delete it out of the array.

  • It depends how you are saving at your checkpoint. If you set your player to spawn at last saved checkpoint on start of layout, say via a global variable, then you can restart the layout and everything else will be reset as well.

  • ViewportBottom(layer)

    ViewportLeft(layer)

    ViewportRight(layer)

    ViewportTop(layer)

    Return the viewport boundaries in layout co-ordinates of a given layer. Not all layers have the same viewport if they are parallaxed, scaled or rotated separately.

    You can use these expressions to compare the player object's position, and act accordingly.

  • Are you restarting the layout when you load from checkpoint?

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  • Iframes are also an option for heavy use of css stylable text.

  • It used to be required to have an instance of a sprite object on a layout. This was to have default properties. They took away the requirement, but you'll still want to have one to set properties.

    Simple solution is to leave it in the margin outside the layout, and have destroy outside layout behavior on it. Or you can destroy on start of layout manually with an event.

  • This is beautiful.

  • I would also consider using an animation as your shaking, where you simply change the origin point on each frame.

  • Depending on the effect you are going for...

    You can change it to a rope style distance pin when you need it to shake, and revert it back to a static pin otherwise.

  • It would be a small change to position in the center of a grid instead of top left corner.

    Instead of gridposition, just use gridposition+gridsize/2

  • In the multiplayer tutorial on the last page it looks peers also manually set their associated player object's lookat instance variables locally based on mouse position.

    Why syncing the instance variable does not update them I do not know why. Maybe something to do with local input prediction activated on the associated player object?

    Try testing with 2 peers and a host, and see if the the other peer's instance variables get synced properly? (As seen by the first peer)