oosyrag's Forum Posts

  • 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.

  • Looks like I had the wrong approach.

    Attempt 1:

    Anchor canvas to viewport

    Clear canvas

    System scroll to Player 2

    Paste everything to canvas

    System scroll to Player 1 (or scrollto behavior)

    Didn't work.

    Attempt 2:

    Clear canvas

    Move canvas object to player 2

    Paste objects to canvas

    Move canvas to viewport

    Scrollto Player 1 behavior

    Didn't work

    Attempt 3:

    Clear Canvas

    Scrollto Player 1

    Anchor canvas to viewport

    Offset every object by the difference between player 1 and player 2

    Paste to canvas

    Return objects to original position

    Works!

    I can see issues with the timing for my first try as I don't know how the behaviors order in terms of the event sheet stack. I would have hoped the second method would work... If i manually paste on trigger, I can move the canvas object around with the "stamped" image, so I would assume it works similarly within a tick.

    Also opacity changes don't seem to be recorded either.

    + (no conditions)

    -> DrawingCanvas: Clear canvas rgba(0, 0, 0, 0)

    -> Sprite: Set opacity to 100

    -> Sprite: Set position to (-200, 0)

    -> DrawingCanvas: Paste object Sprite without effects

    -> Sprite: Set opacity to 20

    -> Sprite: Set position to (0, 0)

    The canvas "copy" is saved at 20 opacity.

    Should I put it in a bug report? Or working as intended? Ref: dropbox.com/scl/fi/ku2z45kvd9qh179iacrce/splitscreenc3pminimal.c3p

    Edit: Formatting. Line breaks not working?

  • + LocalStorage: On item "easy" exists

    -> LocalStorage: Set item "easy" to best_Easy

  • You won't be able to get expressions from a string such as you have saved in JSON.Get("MyKey"). However, if you have a text already set as "This" & newline & "That", then write the entire string from text.text to your key, it will load properly. You can also save newlines as carriage returns in word processors like word pad, and can be properly get parsed by construct as well (notepad might not work). Basically it depends on how you create or write JSON.Get("MyKey").

  • Here's a quick try with helper sprites using the built in sin behavior to get the poly points for drawing canvas - dropbox.com/s/52gq4zmvnoxq9lb/canvas-perspective.c3p

    AFAIK texture transformations will not be possible though. Best bet is to squish the width down to 0 as mentioned above, or actually have the entire flipping animation with a 3d effect done from another program.

  • Oh! Sorry for the confusion. I was going by the manual entry where it said "If an object is destroyed the same tick that you paste it, it will not be drawn, since drawing happens at the end of the tick."

    I couldn't get it to work the way I imagined in a quick experiment. I'll give it another shot, must have done something wrong.

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  • I had an idea to swap multiple canvas objects for each view from an off screen playing area to the viewport every other tick. So you would be seeing what happened one frame in the past.

    Seemed super clunky though, haven't tried it yet.

    The other way that has always worked is to basically render a copy of every object for every player, offset and on their own layer with blending modes to split the screen.

  • Is running typewriter text

    Every X Seconds

    -> Play sound

    Adjust every X seconds as needed.

  • Quick answer would be no.

    Have you tried destroying the cards before the peer disconnects? Have the peer disconnect without destroying the cards? Does either result in a freeze?

    What exactly happens when you say freeze? You mentioned the debugger is still running. Maybe something in your events stop working when there is no peer connected?

    Multiplayer issues are notoriously hard to troubleshoot, and exponentially more so without an example project to work with. Can you replicate the issue with a minimal project?

  • A parabola can describe quite a few final shapes. You mentioned constant speed, so rather than a fixed duration you would have a proportional duration based on distance traveled. Do you care if it swings out to the left or right? How wide do you want your curve? Will the width vary depending the distance traveled as well, or fixed?

    After giving this a shot, the problem is harder than it seems... especially considering the distance traveled is also affected (non linearly) by the shape of the curve, making it difficult to get a fixed speed across all situations as far as lerp and qarp are concerned. Tween also has difficulties when non linear factors come into play. Maybe I can try again with custom movement.