oosyrag's Forum Posts

  • One major function in any game that utilizes scrollto is to keep a UI overlay on a layer with parallax 0 to keep it in place.

  • Set Text to List.ItemTextAt(floor(random(List.ItemCount)))

  • The multiplayer tutorial is about as simple as it gets, with step by step explanations. Trying to figure it out from someone else's completed product will be nearly impossible if you don't understand the tutorials...

  • You can also just put a plain tiledbackground to cover it. I'm pretty sure sprites loaded with request from URL are loaded into memory regardless of if they are rendered or not. I recall seeing that documented somewhere... can dig a little to confirm.

  • Before I dive into your screenshots, can you post a capx? A regular problem is hard enough to diagnose by screenshots, multiplayer is even harder.

    A signalling server and a host are two completely different things. You normally would not need your own signalling server, as long as you think Scirra will exist/provide this service.

    A dedicated host is generally what people think of when they think "server". You will need your own server and can be as simple as run your game 24/7 in a browser tab on that server to be a dedicated host.

  • Hmm I think you will need a copy of every sprite object in the game per "camera", and a system to keep track of each "camera" position relative to reach other, and use those to offset the objects. Each set of your sprites would be on their own layer and you would use a blending mode like destination in with force own texture on the layer to create a clipping mask.

    Just theory crafting here, have that rough idea in my head but no idea how feasable it is. Might give it a shot later.

    It would need a lot of custom code to deal with interaction and sync the viewports'objects... Not unlike net code actually.

  • Did you check the origin point to see if it is the middle of the sprite? In the image editor. Each frame can also have different origin points as well, in case you are using multiple frames.

  • You usually don't want to use wait in loops.

    Try every x seconds along with a state variable "active".

    Every x seconds, state is active - fire, set next sprite to active.

  • Local storage as a flag/variable is the simplest way. You don't even need to store a value really, just of the key exists, you know the program has been run before.

  • 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.

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  • 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.