oosyrag's Forum Posts

  • You'll want to do a combination of both, efficiently, in the most general sense possible based on the limited information you have provided...

    Large images/maps are best done by tiles. Collisions and unique objects are generally best handled by sprites.

    Collision sprites do not have to be visible - you can place invisible collision maps over your tile map.

  • Regardless of there being a minigame or not, when loading significant amounts of information into memory at once, the screen can freeze for a period of time with no feedback at all for the user, not even a loading animation. This is bad design, as it can lead the user to assume the program has crashed.

    Even if for a short period of a few seconds, it can be disconcerting. For longer periods, the user may even force quit.

    Anyways, IMO minigames during loading screens are the greatest thing ever. Especially for games that have relatively more instances cases of loading during any given session. For me the first time I encountered it was on the PS2 version of Okami, and it really made a positive impression on me.

    skymen - It could be wasteful of memory to keep a heavy image like that on every layout and not use it. But that really depends on your project and if you are pushing your limits. Using the techniques described, it would be better to change to an intermediate loading layout (thus unloading the previous one from memory), then load the heavy image by request, then switch to the new layout. The intermediate layout could have your loading animation or minigame.

  • Also in File - Preferences, there is an option to reset all dialogs and bars to default.

  • You will need to do a little experimentation to see which axis maps to which index, but to get the angle your joystick is pointing, you'll use (for Gamepad 0, or single controller):

    angle(0,0,Gamepad.Axis(0,XAxisIndex ),Gamepad(0,YAxisIndex))

    Edit: Found a capx I made a while back to help you identify axis indexes. https://www.dropbox.com/s/8pes8gkyav87f ... .capx?dl=0

  • Are you using a browser to preview the app on a device? Does your browser/phone have location services enabled? You may also have to explicitly give permission via the browser upon opening the preview.

  • Are you following the tutorial or are you trying to make your own system?

    Have you completed the tutorial and understood each part? It is pretty critical that you understand the concepts in the multiplayer tutorials before building your own system - you won't get very far otherwise.

    I mention this because generally speaking, it is not the multiplayer plugin that is buggy, and if you don't understand the concepts Firebase won't help you either... you'll find even less support here, and run into similar issues. Just trying to save you from some headache ahead of time.

    From your general description, it sounds like you're possibly not associating peerID's correctly.

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  • There may be a way, but it is a bit more cumbersome. In addition to using the method described by backendfreak, you can have by default all your sprites on your layout mimimalistic or blank/low resolution. Then after you load into the layout. but while your layout is still obscured by the loading overlay, use the sprite objects load image from URL to replace the fast loading sprites with your actual sprites. Your overlay should be able to run as this is happening, so you can set up your minigame first, or show progress.

    An additional benefit is you can use on (final) image loaded to start your actual layout, which is better than just waiting an arbritraty amount of seconds.

  • I was able to download it... although it is my own dropbox. I'm not sure how to help there.

  • Still not sure what your problem is. Your X, Y, and Z Indexes are already incremental by nature, and don't have to be fixed, the way you're using the array. To add a character, push 0 on the Z axis, then you will get a new Z layer full of 0s. The character ID would correlate to the Z index - charID 0 would be the top layer, charID 1 would be second, ect.

    Then to set the marker, you would do Set Array at (Time, Place, CharID) to 1.

    Edit: Seems like a pretty inefficient way to use an array to me... I would set up a 2d array, width (character count), height 2, depth 1. The first row would be the time, second row would be place, and the x index would be the character ID. You can use push front/back on x axis to add characters, then set the values at Array.At(0,0) and (0,1) for time and place. (Or Array.At(Array.Width-1,0) and (Array.Width-1,1) for the back)

    I think I'm still misunderstanding your question.

  • https://www.dropbox.com/s/aw4oymi5f419c ... .capx?dl=0

    Hmm it got a bit complicated.

    Basically - Each star is assigned unique values for its position in the array as instance variables. I used a loop to create the stars and assign values on one layout, you might do it manually as you design your levels.

    When it is collected (click), a 1 is recorded in the array at that star's unique position.

    Then, the function "CountTotal" goes through and adds up all the values inside the array to get the total number of stars collected, and displays it.

    I've added in events to save and load the array and current state of each star via LocalStorage as well, so it is persistant. You can right click to clear all data.

  • https://www.dropbox.com/s/o46ix3solka3x ... .capx?dl=0

    Disclaimer: This uses an AJAX request to a third party website, which may or may not be available in the future. Also in consideration of this free service, avoid making an AJAX request every tick.

    For a local solution, you may want to use rex's date/time plugin instead. https://dl.dropboxusercontent.com/u/577 ... _date.html

  • What exactly didn't work? Do you have an attempted design to share?

  • There are several tutorials/examples already. Have you tried any?

    https://www.scirra.com/tutorials/search?q=minimap

  • You're going to need to give more details. What does your original full sized map look like? What is the scale of your minimap? How big is your map and how much do you want the mini map to show?

    More importantly, what do you want the mini map to look like? Generally speaking you'll need to draw the mini map first....