oosyrag's Forum Posts

  • You can try to sync the local data with the server, and only check/validate when making changes such as spending money or gaining money. Gaining money can be handled the same on the client and server if its generally automatic such as in an idle game. Then you can reduce the frequency of syncing to check if the values match much less intermittently.

  • Probably yes, C3 can do everything C2 could do. Some things might be different/easier than C2 tutorial methods though.

    It would be helpful if you linked to the tutorial in question itself instead of posting a picture of it.

  • Generally speaking, you could check a version number instead of (down)loading the entire dataset to check for changes. If the version doesn't match, then you would update to the latest version.

    You can try to only request the specific data needed from the server, every single time you need it, so that it will always be the latest instead of loading everything into memory ahead of time.

    Updates also done normally during scheduled maintenance rather than real time.

  • Since project files are not obfuscated, modding is inherently supported as users can change the data in project files themselves however they want.

    Just design your game by loading data through project files.

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  • Use tile movement with a sprite, with animations the same duration as the movement to animate the flipping.

    Otherwise, you're going to use mesh deformations or Mikal's 3d object plugin since you can only rotate around the z axis by default.

  • Regardless of multiplayer, when working with picking for collisions between multiple instances of the same object, the general way to proceed is to put the object in a family and use on object collides with family rather than on object collides with object. Then you can differentiate between the two instances colliding by using the object.y and family.y expressions.

  • != means not equal

    % is modulo, which is the remainder after division

  • If score!=0

    If score%10=0

    Trigger once while true

    Create text with fade behavior

    • Post link icon

    I appreciate it myself, although I don't follow the advice. Other notable places I've seen it include Puzzle and Dragons and the Anno games.

  • Throwing some ideas out here - instead of counting tiles, generate the dust dynamically and simply keep track of how much was created in the first place.

    Or set up a loading screen style transition when running the counting event, if it's only a one time thing.

  • You can use an invisible helper sprite on both sides. On any enemy collide with the helper sprite, change directions for all enemies.

    Alternatively, just keep track of a set amount of "steps" to go right and left in a variable, and count it down. When it hits 0, change direction for all sprites and reset it to the original amount of steps.

  • construct.net/en/forum/construct-3/how-do-i-8/request-project-file-using-158062

    By using the the AJAX Request URL action and calling the project filename as the URL worked.

    -> AJAX: Request URL "level_data_1.JSON" (tag "LevelDataArray")

    By using request URL you can use an expression to get the project file you want.

  • Devices do have limits, regardless of optimization tricks. 100k objects is going to be pushing it, even without physics.

    I'm not very familiar with physics, but one idea that came to mind would be to use a helper tilemap object that is immovable. When your objects come to a rest, turn off their physics and swap tiles to ones with collisions where they are overlapping the object.