oosyrag's Forum Posts

  • If you're using families to pick multiple instances of the same object, delete both the picked object and the picked family object to get rid of both.

  • construct.net/en/tutorials/supporting-multiple-screen-17

    The Scale inner fullscreen mode scales up the game to fill the available space, but if the aspect ratio is different, it cuts off parts of the view.

    The Scale outer fullscreen mode works like Scale inner, but if the aspect ratio is different, it shows more of the layout instead.

    You want scale outer, and design your UI for the narrowest aspect ratio but add "extra" screen space for wider aspect ratios.

    Scale outer is generally the most commonly used.

  • The peer will need to let the host know that it wants to do something, either by sending a message with the result, or sending it's input states, and the host can decide what to do about it.

    For example by input state I mean for example if the peer clicked a button on their screen, the peer would sync/send the input states of clicked, and the coordinates where it was clicked. The host would determine what to do/update, based on what it expects to be at those coordinates.

    By message, it would mean for the peer, on clicked button, would send a message to the host saying " I clicked this button" or equivalent, and the host would determine what to do on message received, for that particular message.

  • Input states can only be values, not strings.

    Did you try seeing input states interpolation to angle instead of none?

  • If it's repeating anyway, why do you have to have the base texture over the limit? Just scale it down.

  • Are you painting the entire level inside the specified width of a tiled background? That doesn't do anything, the point of a tiled background is that it's supposed to tile and repeat with little to no overhead, so you can have an infinitely wide tiled background as long as the repeating texture is less than 4096.

  • Tiled background is the way to go, and preferred practice. Have you tried reducing the width to 4096 as suggested by Construct?

  • Anything you want handled by the host, should be in the host group. This would normally be most of the game.

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  • Does the AI have to play perfectly? If not, then just break down what you would do in any given situation in terms of available information and decision to be made. The key is to really identify why you make the choices you do and translate that into conditions.

    Otherwise, you're gonna need to understand the math behind it or find someone to do it for you.

  • You should do read and follow the multiplayer tutorials.

    You can consider the host to be the "real" game. Syncing refers to updating synced objects' properties (position, angle) on peers to match the host's game state.

    Peers send their inputs to the host via input states or messages, and the host then applies those inputs to the game objects, which are then synced back to peers.

    In a real time game, to hide latency, peers can also apply their inputs to their local copies immediately when pressed by using local input prediction.

    Syncing objects and local input prediction are sometimes not necessary in a turn based game, given that results of inputs are deterministic. That is when the result of any particular input will always be the same on any device. Messages can work fine in this case for peers to communicate with the host either what was input, or the result of what happened after the input (or both). If not using synced objects, the host will then need to forward the same message to all the other peers. Naturally that doesn't apply if there are only 2 players involved.

  • You can have collisions on an animated sprite.

    You don't need them separate.

    I find it is helpful organizationally to separate the underlying collision logic from animations myself. Animations can change shapes, sizes, and origin points which may have an effect on collisions. When dealing with a lot of animation frames or when making changes to animations, it is pretty common to accidentally introduce hard to spot irregularities in regards to bounding boxes.

    Tldr you definitely don't have to, but many people do so as a "best practice".

  • LTS Releases are a kinda a step towards that.

  • There are potential benefits in terms of collisions logic, organization of events, and flexibility of animations. Many things can be done multiple ways. It depends on the preference of the author which way they are more comfortable working with.

    For Demonaire, there are still collisions to account for despite not utilizing physics.

    Speaking in general, for a more extreme example consider a fighting game like Street Fighter, which uses multiple helper collision boxes separate from the animated sprite, such as hitboxes, hurtboxes, and pushboxes.

  • Sorry! My mistake. It was the custom movement behavior that had the accelerate towards position action, not bullet. It should preserve momentum as the object overshoots the target, and gradually decelerate/accelerate back towards the target.

  • Use the bullet behavior. Accelerate towards the player position slowly, every tick.