oosyrag's Forum Posts

  • Step 1: Set up your save load system.

    Step 2: Don't change it between versions.

  • All events are AND blocks by default. All conditions must be met for the event to run.

  • Keep track of which touch initiated the jump by saving touch.touchindex to a variable upon triggering the jump.

    On Nth touch end

    Triggered when a given touch number releases from the screen. For example, On touch 1 end will trigger when releasing the second simultaneous touch (given that it is a zero-based index).

  • info.sonicretro.org/Sonic_Physics_Guide

    Literally has everything you need.

  • Construct doesn't support this by design, for a variety of reasons. Ref: construct.net/en/forum/construct-2/general-discussion-17/denied-mouse-plugin-pointer-130353

    The normal workaround is to use full screen mode. There may be plugins that could help as well.

  • Fps is hard to diagnose in any project, but I don't imagine yours would be resource intensive. First thing I usually do is to change any event that runs every tick to have a trigger instead if possible. Updating text objects every tick can be a huge one. Second is to look for big loops that can be optimized. Is your original download link up to date? I can take a look when I get a chance.

    I would always appreciate a drink.

    paypal.me/oosyrag

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  • I would use a synced instance variable, assuming both the peer and host have access to the same array.

    Host side -

    On creation of the text object, how are you setting the text from the array? I assume you're using some sort of index. Save this index number (location in the array where your text is) to the synced instance variable for that text object at the same time you set the text value from the array.

    Peer side -

    The text object will get created, and it will have the synced instance variable referencing the correct text for itself. Use that instance variable either on created or other trigger of your choosing to reference the array to grab the right text.

    I'm not comfortable taking paid work, as I would not be able to make a time commitment for it, nor am I 100% positive I'd be able to solve any issues that come up. Multiplayer is really difficult to design for. I don't mind throwing out ideas here on the forum as usual though.

  • Can't do much. Unless you think you'll have a way to find out who does it.

    Again, it will cost you more to sue someone than whatever damages you'll be able to collect from them.

    Also again, if your game is worth hacking, you're probably already fabulously successful to the point where it doesn't matter.

  • Dt should not be used when setting behavior properties, as behaviors are already made to be framerate independent.

    I do not understand your second question.

  • You cannot copyright an name, logo, or idea. You can trademark a name or logo though.

    A copyright allows you to sue for damages, assuming you have any. It could cost you a few thousand bucks to retain a lawyer to do so for you, assuming you aren't one yourself. So unless you're making boatloads of money from your game and are so popular you expect others to profit from copying it, then no. Basically the only main reasonable situation is if someone else sells your game without your knowledge. Do you have a way of finding out who to sue?

    If your work is derivitive of Pokemon, you are infringing on Copyright. If you draw a Pokemon that is distinctly recognizable, you are infringing on copyright even though you drew it yourself.

    The question to ask is are there enough significant or distinct differences that show it is your original work?

    For example anyone can make an RPG about capturing creatures and levelling them up to fight, but I would avoid things like throwing balls to catch them or any sort of electric mouse.

    If you happen to make any significant money off of your work and the entity you are copying from is nintendo... Yes I would definitely be worried about getting sued.

  • Use the tween behavior.

  • I avoid containers in multiplayer. I believe that's an old bug, unlikely to be fixed in the near future.

    Just sync and create both objects together.

    Regarding passing the information, remember sync only syncs creation, destruction, position, and angle. For everything else, you can have the host send a message, or sync an instance variable. The peer will then need to set the content of the text object based on the received message or synced instance variable.

    Also after you get your host and peer communicating, you probably want to implement local input prediction to deal with the lag. Just enable it on the object the peer is trying to move, and have the peer move it in the exact same method the host would. You probably will need to add checks to prevent the host and peer from moving the same object at the same time as well.

  • mobile.twitter.com/MattThorson/status/1238338574220546049

    This thread is a fantastic reference for anyone working on a platformer.

  • Some behaviors are not meant to work with each other, for example physics and any other movement behavior.

    Behaviors are tools and shortcuts to do specific things more quickly and easily, when used for their intended purpose.

    Anything a behavior can do can be replicated with events, so if a behavior doesn't do exactly what you need it to you can always make your own system.

    You can also post a suggestion if you feel like something lacks functionality people could use. Construct is under quite active development. construct3.ideas.aha.io/ideas

  • If you're using Photoshop, there's really no need to use the built in editor, as it is far more limited.