oosyrag's Forum Posts

  • The name does have a lot to do with it. Construct is a very generic term. One annoyance for me after the rebrand is that it got harder to search construct related information via google, using construct instead of Scirra. That might not have anything to do with adoption though... Maybe "Construct Games" would be more obvious? Probably silly to rebrand again right now though.

  • loopindex only works for system loops like repeats and for loops.

    The loopindex parameter lets you specify the name of a for loop.

    loopindex does not work for Array "For each xy" and Dictionary "For each key". Each object has its own way of getting the current index by expression.

    It worked this way in Construct 2 as well.

    For your use case, an array seems more suitable.

  • Some quick general tips, I don't know how you have your existing system set up exactly...

    You can use the pathfinder behavior to find the path, together with the tile movement to do the actual movement.

    Grid systems are in essence rounding to the nearest x/y on the grid, a translated coordinate system.

    Set the pathfinding behavior with a cell size similar to your grid. You can then access the pathfinding node coordinates, and round/translate them to fit in your own grid system.

    With the nodes in hand, you'll need to handle the movement steps manually - don't use pathfinding's move along path action. I don't believe the pathfinding can give you a node per cell, you'll have to interpolate those yourselves. Basically you need to figure out a way to describe each step between two nodes. For example, you start at 1,5 and need to go to 3,9. There's a few ways to go on a grid system. You can go right first then down, down first then right, or a mix of both by figuring out the slope.

    It might be simpler for you though since it sounds like you're only taking one step at a time, so you only have to get the next step. If you have your destination node, you know if its above or below, left or right of your current position. Pick one up/down or left/right, test if there is an obstacle with tile movement's can move to position, then move. Repeat with a new pathfinding step for the next move.

  • A series on how to develop plugins and behaviors with JavaScript may be more relevant. There are many excellent resources already out there that allow a person to learn JavaScript in general, easily found for those who are interested. Logic skills learned from Construct are pretty much innately transferable in most cases without a need to specifically reference them.

  • It should be possible to create your own authentication/database server with the multiplayer plugin, but decidedly not recommended as it wasn't intended for that sort of use.

  • I didn't find anything out of the ordinary.

    Minamal project - received messages are logged to an array you can see in debug.

    dropbox.com/s/x4ka9goj2gqwh3m/mp-localpreview-debug.c3p

    How many peers? When does it occur? If it is right at the beginning, it is possible your peer hasn't joined the room yet due to not running in the background.

  • I don't think you need parallax if you're using z-elevation.

    But I think the problem is that what you are describing (blurring the upper layers more than the lower objects) just isn't going to look good, or at least what I'm imagining.

    My suggestion would be to not worry about blur at all (You've got an xy problem here). If you want to focus on the lower levels you can simply desaturate (or darken/lighten) the edge highlights as you go up in z-elevation. You can try opacity too, although I think that won't work very well either with stacked objects.

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  • What you describe should work, with certain caveats. It would require peers to disconnect from the room and connect to another room per layout, which is manageable. One major disadvantage would be that your hosts would not be able to communicate with each other. You would have to rely on trusting your peers with the data they carry as they switch layouts/signallingrooms/hosts. The "latest" information state for each peer would only be known by the last host they were with and the peer itself, so you might run into persistence issues.

    Magistross's suggested method is how I would attempt it, but you won't be able to take advantage of the built in sync object feature, and messages are not as bandwidth friendly.

    Much of it depends on your specific project's requirements and scope especially in terms of number of peers, persistence, and host authority.

    Note that if your hosts have a method of communicating with a central database, there potentially be huge advantages to using the method you are asking about.

  • You can Force Own Texture in layer properties. This makes it so that effects on that layer are isolated from others.

  • The example project looks fine to me. How did you get this to happen?

  • construct.net/en/make-games/releases

    Check out the New Features and New Additions sections to see if anything interests you.

    You can pretty much do everything you need to make a great game in C2, it just takes more work.

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  • Note that host and peers that are not on the same layout are already desynced. Changing layouts destroys all objects and makes new ones for the new layout, presumably different than the ones from the previous one, so the host and peer will have different objects at different positions.

    Sending messages to update global variables should work fine as Hasan999 describes though.

  • Some experiments I have done recently - dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p

    Some references -

    redblobgames.com/articles/visibility

    ncase.me/sight-and-light

  • "You can't try and destroy the cards before the peer disconnects, if you want to do that when they disconnect. As you can't preemptively decide they will disconnect and destroy them ahead of time."

    I meant to try these two things to see if they cause a freeze or not.

    Freezes in construct are generally due to endless loops.

    If you try to minimize the project it will help you to identify the cause of the freeze.