oosyrag's Forum Posts

  • The height of the bullet at any given point is equal to the cosine of the vertical angle of the direction the camera is facing multiplied by the distance between the camera position and the bullet.

  • It is possible.

    I do not recommend pursuing this endeavor though, if you lack the math to figure out this step. You're only going to run into more difficult issues as you proceed.

  • If I were to approach this efficiently, I would first identify each corner in the potential area of affect, and cast a ray just above and below in line with that, similar to what I did in the radial example.

  • That's the gist of it. A directional ray with a width will be significantly different than an omnidirectional cast from a single point though.

    Here are some experiments I put together when the LOS cast ray feature first game out, it's not really exactly suitable for your application, but you might be able to find something you can use in there. dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p

    The dynamic visual representation of a beam getting blocked is the hard part, actually checking if you got hit or not can be done easily with the line of sight behavior.

  • redblobgames.com/articles/visibility

    This can be done with a canvas object and the line of sight behavior. More often used to create vision cones and line of sight masks, but the same principles apply. Note that this is decidedly not a beginner topic.

  • I do, somewhat regularly on my phone. Generally when I'm bored and stuck waiting somewhere but I have an idea I want to try or an easy quick problem to solve. Alternatively, I'll use it to experiment on a problem that has me stumped that's been on my mind.

    My use case for C3 isn't exactly normal though and I wouldn't suggest it for any serious or heavy development session. A keyboard is too invaluable.

  • Looks like that was based off of one of my old examples.

    Here's an updated example with additional PIP splitscreen. Mouse over each view to enable default arrow key controls for that view.

    dropbox.com/s/435vzetis23i96r/4psplitscreenexample.c3p

    I modified it a bit using a hud layer, containers for each camera/canvas pair, and using a for each 'view' to loop through them.

    There's some issues going on when the main view leaves the original viewport, but I don't have the time to troubleshoot that right now. Edit: View objects dissapearing in a few other situations when they get close to each other as well.

  • What example did you try to modify?

  • It system itself can be done. The real question is, do you need to?

    If you want to make a desktop game that takes advantage of local files for storage, do it properly and make a desktop game with nw.js. If you're making a web game, use localstorage or other online based database.

    Either way, is your game actually running into memory limitations? In a 2d engine like Construct, you're more likely to run into texture memory bottlenecks before system memory, and chunk based loading isn't going to help you very much with that.

    Also note that if you have a proper procedural generation design, you don't save entire chunks of data to storage, you only save changes and differences. Those are very small and normally can be kept in memory all the time, only writing to storage when saving. And then as mentioned above you'll want to write it to the proper storage media for your platform.

    If you've got a river to cross, try a boat first, no need to learn how to build a railroad bridge and a train first just because someone else did. Systems like chunk based dynamic loading are often designed to solve specific problems, problems that you may or may not have in the first place. Basically I'd say the better approach is to build your game first, and then apply solutions to solve the problems you're actually having. For example, if you had your procedural generation system in place already, you'll gain a much better understanding of what exactly you'll need to save and load, and how to best go about it, if you need to at all.

  • I would not hold my breath on anything official. When working on multiplayer projects, I often made my own debugging text/textbox for whatever I needed to see or figure out.

  • You don't have a tilemap or mouse object added in the file you linked...

    I was able to use the snap expressions for the tilemap object fine after adding them.

  • Copying and pasting events between projects can be tricky. Usually better off just recreating them.

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  • Is your tilemap named tilemap1 in your new project?

  • Are you using the correct disconnect action? There are two. IIRC you can disconnect from the signalling room/server without disconnecting from the host-peer connection, which may result in certain signalling triggers not working as expected.