oosyrag's Forum Posts

  • Haven't looked at your project yet (the filesize is rather large), but some possible issues:

    The sync action only syncs object creation, destruction, and optionally angle and position. Any resizing of the object will need to be manually done on both the host and peer and synced. You can either use consistent events between the host and peer (non host-authoritative) to do so, or put the information in a synced instance variable (host authoritative) and update the values on the host which peers read and adjust the object accordingly.

    Make sure the peer isn't running the spawn function, only the host should create or destroy any synced objects.

  • Have you tried using the WarpRipple effect in effects?

    Frequency 3, Amplitude 1%, Speed 15 seems to get a similar result for me. Settings probably depend on the size of the sprite though for whatever specific look you are going for.

  • From memory, start with a size 0 array:

    Repeat tokencount(sourceData," ") times

    Array Push back on x axis tokenat(sourceData,loopindex," ")

  • That looks great! Didn't realize that effect existed. For how well construct is documented otherwise, the effects documentations are conspicuously missing.

  • Sorry took a bit.

    See if this is what you're looking for.

    dropbox.com/s/uuh8u9a2yn6ndgo/preserveangle.c3p

  • Here's an example, although you have to click twice to get the right position, which may possibly be a somewhat related bug that I'll post a report for. dropbox.com/s/dkmkdrbqaot4g60/canvassize.c3p

    The black bars (letterbox scale), zoomed in (scale outer), or zoomed out (scale inner), depends on your fullscreen scaling mode. These are out of your control, because you cannot control the aspect ratio of the user's window (browser size) or phone screen. You'll just have to design accordingly, to see which mode is most suitable for you.

    construct.net/en/tutorials/supporting-multiple-screen-77

  • When needing to animate tilemap tiles, there are a few options. Creating sprites for just the parts you need animated works, like you said. You can also either layer the tilemaps and cycle through them by toggling visibility, or have the animation frames in the tileset and cycle through the tiles dynamically by events. Third way that may be more efficient if you have a highly dynamic coastline would be to maybe draw it at runtime using the drawing canvas plugin.

    Finally, although I'm just theorycrafting at this point, I feel like you should be able to manage something with a low resolution static sprite in the shape of the coastline with a gradient, scale it, and use the alpha clamp effect to have it shrink and grow.

  • Check to make sure your bullets are not created on the UI layer.

  • Time for a feature request?

  • Still goes fullscreen into the notch area.

    Honestly it doesn't bother me and I don't see it affecting gameplay, but my notch is small so I guess be annoying for someone with a larger one. Then again, choosing not to use the notch area for fullscreen is available as a setting in Android so the user can control it.

  • I tried scale inner in a preview with a fullscreen request, and it did not use the notch area, although the browser normally does not either. I don't know if an apk would behave differently.

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  • Here's what it looks like on mine... Although my screen is so tall the game doesn't even make it up there :p

    dropbox.com/s/wlysofwevf7ujin/Screenshot_20200306-205135.jpg

  • For what it's worth, on my phone with a notch there is a setting for "allow apps to use full screen with notch", and the ability to enable or disable it per app. However, not all my apps show up in the per app control list, which leads me to believe that it's the apps themselves that specify/support if they can use that feature or not. Maybe hidden somewhere in the package builder as an option?

  • Assuming you can spawn the room by events the first time, there shouldn't be anything keeping you from doing it on demand. Like newt said, if you use a function you can add parameters for any variables you want, like location or contents.

  • The host will also need to be on the layout for syncing positions to work. The behavior you describe is due to out of sync issues.

    You can either move all players to the second layout, alternatively isolate the players in a special area in the current layout, or build your own data syncing mechanics.