oosyrag's Forum Posts

  • Sorry, I can try my best to answer any specific questions you might have, but I will not be able to work on your project for you.

  • A simple way to get a collision point for a fast moving object is to stretch an invisible helper object (a line) from the previous position to the current position (or ahead, but that would be slightly more complicated). On the frame that the line collides with an obstacle , you shrink the line backwards towards the origin until it is no longer colliding, and reposition the fast moving object to the front of the line (with an imagepoint).

    This is called raycasting if you want to search and look into it more.

  • Your dungeon generation is being run on both host and peer side. Given that it is randomly generated, your host will have a random dungeon, and your peer will have a different random dungeon.

    You should have only the host create the dungeon, and sync or send all necessary objects and data to the peers so that they can have the same one.

  • Well one of the main advantages with construct/html5 is that you can at least be pretty confident in the consistency in behavior across platforms, if not performance or packaging process.

  • For a phone app, it is separate from their browser app cache. They would need to go into settings, app setting, your app name, delete cache, and confirm.

    If they access your game through a web browser though, then deleting the cache for that browser will delete the data.

    Most well developed games (I believe) use both systems. For example, popular gatcha/lottery games like Puzzle and Dragons will store user data locally in the cache, and allow you to register an account to back up your data online. This is usually taken advantage by users who want to "reroll" their starting character, by not registering until they get their desired roll. They do this by clearing their cache to reset the game, and get another free roll from the tutorial or something like that.

  • Found an old example I made for something different, but may be of use to you.

    https://www.dropbox.com/s/8ete5kjdcjanz ... .capx?dl=0

  • I'd say there are many cases that use both methods, rather than saying everyone saves on a server or local cache only.

    Generally speaking, local cache is pretty reliable. The user has to go out of their way to delete it, and if they know how to do that then they should understand the ramifications as well.

    Regarding cloud storage, there are different levels of solutions for that as well. You could build an entire database server with a firebase backend for your app, or you could use Google Play Services, which will store at least high scores for your app just fine.

  • Hi dop,

    I can't give you a full solution, but I can offer some improvements. (I'm pretty much a physics newbie too)

    The resting on the floor problem can be improved greatly by using the native size of your floor object, rather than stretching it at runtime, due to rounding errors.

    The janky movement when dragging is caused by using a non physics method of moving around the object. As mentioned on the manual page, this is normally not recommended (drag and drop can't take into account collisions and center of gravity rotations ect, so the two behaviors will fight each other to position the object).

    I'm not sure whats going on with the two boxes resting on each other. Again try to make sure that the native size of the object matches what is placed in the layout editor to minimize rounding errors, although this didn't seem to help in this particular example.

  • I use C2 regularly on my Surface Pro 3. It is far from the best in terms of usability, but it does get a lot of use simply due to how portable it is, while still running Windows. I do use a Bluetooth mouse, as I can't stand trackpads and I was unable to get away with touchscreen/pen only (the pen is definitely nice for making quick placeholder doodles though!). The keyboard cover is both good and bad - it isn't a "great" keyboard and can be floppy and awkward in certain positions, but the simple fact that it IS a physical keyboard beats an OSK by far.

    In general I was less inclined to pull a traditional laptop out in many situations as I would a tablet, like waiting for a kid to get out of class. It is great for the random idea I got in my head I want to try out or jot some notes down, but for serious production mode it will never beat a desktop. Seated at a desk with peripherals such as mouse keyboard and monitor I'd say it is more or less equivalent to any other laptop.

  • Local storage (and the save behavior) is indeed stored in the browsers app cache, so it will be possible to be wiped manually. This is normal and fairly common, such as on many phone games if you wipe the app cache, it will be reset as if you just installed it.

    You'll need a cloud service or some sort of web data storage to back up away from the users device if that is your intention.

  • Multiplayer games are complicated and nearly impossible to diagnose without a capx or c3p file to look at.

    If you follow and understand the official multiplayer tutorials you should be able to solve your problem.

    It sounds like the host is not creating an object to associate with your peer on peer joined.

  • Here is a basic bare bones example of how to implement and keep track of a "vertical position" value as data only (my numbers are represented by m/s for a natural feel, but you can use whatever unit you want to fit into your system).

    https://www.dropbox.com/s/ib8cmxhk1zk30 ... .capx?dl=0

    The hard part is the collision filtering (custom solids behavior) system that can interact based on an objects "vertical position". This I can't really help much with, but it looks like you've got something to work with there already.

    Edit: Also event 5 is what stops gravity from acting and (when Zheight is 0, or "at rest" on the floor). You may need to add some events to account for "resting" on different levels, such as on top of a box. Your Z height will be greater than 0, but it should not be accelerated by Zspeed and Gravity anymore.

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  • With the browser object, it immediately downloads the file with the filename set in the action and to the browser's download directory without prompting. Maybe it's a Chrome setting as the default action...

    I'm looking for an action that simulates the Right click on link -> Save As... functionality.

  • Is there a way to invoke a download with a system/browser file chooser dialogue?

  • Add else to your second toggle event.