oosyrag's Forum Posts

  • "...placed buildings to show for both players..." - Is your building object synced?

    "...host to place the building based on the peers actions..." - Peer message to host, I want to put x building at y location. Host checks for validity, if possible place/create the building. If not, message peer back with error.

    "...and link it to the peer at the same time." - Add an "owner" instance variable. When creating the building, set "owner" to the Multiplayer.FromID from the on message received event (the one requesting to build the building).

  • No they are both built in.

  • Excellent thanks!

  • Is it possible to scale one axis independently of another on a system level?

    Or achieve a similar effect for pseudo depth in an isometric game, as far as the 8 direction behavior is concerned. Moving vertically should be slightly slower than moving horizontally.

    Visually it can be done simply by adjusting the height of the object for most simple shapes, but the coordinate system is still even/square.

    I considered setting the 8 direction y vector as a percentage of itself, but that would be recursive and not preserve the natural speed of the object over time.

    I'm thinking I'll be needing to put together a custom movement system, which is a bit troublesome so I wanted to ask first in case I was missing something obvious.

  • Maybe an e-mail via smtp would be the most straightforward thing I can think of.

  • Assuming you have a published game already -

    Instead of adding an IAP that users can purchase that does something

    First add an IAP that doesn't cost anything and also doesn't do anything (besides some way to let you know that you have it), that only you would know how to "buy".

    Publish/update your game as you would normally would have.

    Buy the IAP yourself and see if it is activated as expected. Does it work? Then add your real/planned IAPs.

    Also can't you publish a beta/developer version to the store that is not available to the public that you can use to test?

  • I would not presume there would be any noticeable difference. construct.net/en/tutorials/construct-3s-export-4 has more details.

  • To test, you should deploy an IAP onto your live game in a way that the general public does NOT have access to - enabled by debug or dev mode. Then you can test it yourself live, given you're the only one who knows how to get to it - your users won't be able to accidentally make a purchase.

    Alternatively, try setting up a free non-consumable IAP that doesn't actually do anything and a test environment to see if it has been activated or not.

  • Loading time seems reasonable to me. Not sure what else there might be to optimize besides smaller sprites and scaling up. It loads significantly faster cached so it might just be downloading the game slowly the first time, which is dependent on Kongregate's content servers.

    Game looks great though!

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  • I'm not familiar with the specifics. Also note that those were for C2, I don't know if there were changes since then for C3

  • You're probably going to need to post your game to get more detailed help. 30 MB of images is not a lot. There could be many possible other reasons for slow loading.

    Depending on the scope of your game, loading time is just something that needs to happen.

  • Time zones (and daylight savings or the lack of it) are a huge pain in the ass. Leap seconds and leap years are no fun either.

  • The main way to reduce loading time of sprites into memory is spread out the loading by not loading what you don't immediately need... using separate layouts.

  • Use the timer behavior.

    On start layout, set timer to random(a,b) where a is the minimum time and b is the maximum time between sounds.

    On timer complete, play sound, and set timer to random(a,b) again.