oosyrag's Forum Posts

  • Invisible objects are not rendered (but their collisions are processed). Transparent pixels are rendered.

  • It's not a big deal. It was a feature added in construct 3 to make it easier to share events without having to take a screenshot, upload, share, and link to the file. As you become more familiar with the available events, conditions, and actions in general, it should make more sense to you. As you can see, the text representation and the picture basically show exactly the same thing.

  • On "pSwitch" is a function, but you can add whatever trigger you like instead of using a function.

    The "For Each" condition is in system.

    You'll need to add the Timer behavior to your block sprite to get the "Block On Timer" condition.

  • Working on building large levels and had a few questions regarding tilemaps.

    Came upon this old article https://www.scirra.com/blog/ashley/3/te ... ap-tidbits. Looks like tile variations (such as the flowers) break up the draw calls. Does it still work like this?

    Having a significant amount of tile variations would negate the benefits of area optimization, so would it make sense to layer a second tilemap dedicated to variations over the first (or just place individual sprites)? Are blank/empty tiles on tilemaps rendered as transparent pixels as far as fill rate is concerned? That would probably impact performance more than having the additional draw calls.

  • Can you isolate and recreate the issue to share?

    Also have you checked the origin points of your animation frames to make sure they are lined up?

    Edit: It probably does have to do with frame rate. While the leader looks smooth, the distance traveled probably differs per frame, so some frames the recorded distance is slightly farther, and some slightly shorter. The stuttering becomes apparent when you have a reference point such as the follower to the leader (or the viewport, which is following the leader) - If the leader on a given frame is slightly ahead, while the follower on that frame is slightly behind, you'll see a gap widen, and then it pops back as it corrects or overcorrects in the following frame. You can test this by having the viewport follow the follower and see if it starts looking like the leader is stuttering instead.

    As for a solution, I would suggest using the move towards action instead, but that has its own complications like cutting corners and stuttering when catching up as well..

    Edit 2: Also for pixel art, do you have pixel rounding enabled? That is probably the bigger culprit. Try disabling it and see what happens.

  • You can do this with blending modes by pinning the two objects together, using a container might help.

    With plugins, Paster is probably what you are looking for.

  • You could simply use the sprite set position or move at angle actions, using the suitable animation frame to trigger the action (seperate from the button press).

  • Generally speaking, you should export the size you want to use in game.

    You normally don't want to make larger graphics and downscale, as that increases memory use and reduces quality with no real benefit.

    In some situations to conserve memory you might want to use smaller graphics and upscale, but again that will result in reduced quality.

  • The entire event sheet is run every frame, or tick, unless otherwise specified with conditions. "Full" speed is 60 frames per second, so your event sheet will repeat 60 times every second under normal situations.

    https://www.scirra.com/manual/75/how-events-work

  • Yes it is possible, but it can end up really clunky/buggy. Basically amounts to creating duplicate sprites (use containers) at offsets with blend modes to mask viewports. I imagine you would want to have one "master" set that handles all the game logic, while the other viewports are visual representations only. I'm sure you'll find previous threads on this topic if you run a search.

    I haven't tried myself, but the Paster plugin would be a huge help.

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  • You do not need to buy the signalling server in most cases, Scirra provides one for free that you can use.

    Lag is an inherent part of networking and multiplayer games. You should read the official multiplayer tutorials to get a better understanding of various techniques that allow you to manage lag.

  • Not familiar with a dual n-back game.

    But it sounds like you should use an incrementing counter variable.

    | Global number NthTime = 5

    + CertainObject: On collision with Square

    -> Square: Add 1 to collisionCount

    + Button: On clicked

    + System: Square.collisionCount%NthTime = 0

    + System: Square.collisionCount ? 0

    -> Function: Call "getPoints" ()

    For reference, % gives you the remainder after division, which is what you need to use for every x overlaps. So if it is set to 5, that condition will be true when collisionCount = 0,5,10,15 ect. (then add an additional condition to make it not true when 0)

    You might need to add a system to disable the event after points have been awarded for each tier.

  • + Function: On "pSwitch"

    + System: For each Coin

    -> Coin: Spawn Block on layer 0 (image point 0)

    -> Block: Start Timer "pSwitch" for 30 (Once)

    -> Coin: Destroy

    + Block: On Timer "pSwitch"

    -> Block: Spawn Coin on layer 0 (image point 0)

    -> Block: Destroy

  • Multiple objects. Preferably multiple instances of the same object, filtered by nearest or by range to reduce the aggregate collision checks per tick.