oosyrag's Forum Posts

  • + Keyboard: On Space pressed

    -> Sprite: Set visibility Toggle

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  • The most recent, highest profile console release I am aware of is Cyber Shadow, done by Chowden.

  • Chowdren is the other one that comes to mind.

    I'm going to hazard a guess that either will be out of your budget, besides requiring the source project. It would be more reasonable to explore publishing to platforms that support html5, like desktop and web, which will be both significantly cheaper and not require source project files, not to mention self publishing is entirely within the means of a novice with a completed project.

  • Hello, you could pass a gameplay clip from your game. It must be incredible

    Check his past posts, he included videos in literally every post he's made prior to this one, and on his old account too I recall. It had been kinda spammy early last year. The youtube channel is still there.

    Regarding sharing source code:

    For help to fix an issue: No. Helpers don't want to dig through your entire project to help you solve a problem in the first place, better to isolate the issue in a minimal project. By doing so you have a high likelihood of solving the problem yourself as well.

    For publishing a game: No, a publisher should not need your source code to publish your game.

    For porting your game to other platforms: Yes, the source code probably makes their job much easier and as a result cheaper for you as well. I wouldn't be too worried about them stealing your game - if their business is porting games, that sounds significantly more profitable than stealing source code and trying to pawn it off or sell it as their own, considering 99% of games are not successful and even less are blockbusters, while one instance of stolen source code would destroy their reputation. Taking into account you're paying them money to do so and a contract involved, they would absolutely be ruined if it was found that your source code for a game you paid them to port had been leaked. Not to mention you'd probably be richer by suing them than by any profits your game might have made. A publisher or porter would not likely risk their reputation and entire business on something like that.

    If you want someone to port your game by recreating it from scratch, well it probably could be done, and most likely in significantly less time than you spent on the original code, but it would be expensive. But by then they would have written the code from scratch and they would have their own "source code" for your game by then anyway so what is the point. This is unlikely in any event, since the porting company would probably simply just not take your job if you don't want to provide your code, they have other work to do anyway.

  • You could use the load from URL action directly to 'stream' the relevant content.

    Otherwise you could use the browser download action or nwjs to write to content to the users local disk to retrieve later.

  • Try using lerp on an intermediate 'angle modifier' variable and add the modifier to the angle, or another behavior that handles angles better like sine or tween.

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/browser

    Lock orientation action via the browser object.

  • Combining all the data together into a single message is an excellent solution as well, I should have mentioned that.

    You normally wouldn't have to worry about overwriting of messages especially if you use reliable ordered. Messages will be received in the order that they are sent, and you should simply have triggers to handle them immediately when they are received.

    There may be an issue with your functions and parameters. I'm also not understanding what you're trying to do with the browser alert.

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  • I'm not following what you're trying to do in your last post or what your issue is very well, but I can give you the general advice that besides avoiding any hardcoded wait (waits should never be necessary, if you're thinking with a proper multiplayer/latency mindset) you don't want to use a loop to send multiple messages with the same tag. Loops are executed all on the same tick, so all of those messages will be sent simultaneously. You'll probably want to either send the messages one at a time per tick, or use loopindex in the message tag to differentiate them, so that when they arrive at the peer they won't all overwrite each other.

  • > My shortcut is to take whatever number you had before, and multiply it by dt and your development environment framerate. So ((value)*dt*144).

    How does your formula differ from Ashley's (simply multiply amount by dt)? Like, what is it supposed to do differently? Genuinely asking.

    Lets say your original value was 10. The object will move 10 pixels every frame. If your computer runs at 60 fps, your desired result would be that it moves 600 pixels over 1 second. However, this is framerate dependent. If the client runs at 30 fps, it would only move 300 pixels over the same amount of time. At 120 fps, it would move 1200 pixels in one second.

    dt is the actual time passed between frames. Generally speaking this will add up to 1 over the course of 1 second. So taking your original value and multiplying it by dt, 10*dt, would give you the result that the object would move 10 pixels over one second, regardless of the fps. This is a big difference from your original goal of 600 pixels at 60 fps.

    So you multiply it once again by your development/target fps - If the 10 value originally looked ok to you, and you're developing at 60 fps, your goal would be for your object to move 600 pixels over 1 second, so you multiply 10*dt*60. If you were originally developing at 120fps, and 10 looked right to you, the object had originally moved 1200 pixels in 1 second, thus you want 10*dt*120.

    The object will then always move either 600 pixels over 1 second, or 1200 pixels over 1 second regardless of the frame rate, but it depends on what you were targeting in the first place. That is why you multiply by your development framerate.

  • To me, the tab design as a whole is a bit of a tragedy. But it works, so oh well.

    Personally I'd do away with the tabs entirely and use the list in the project bar directly as a replacement.

    It doesn't bother me enough to think that it's worth spending time to redo though.

  • Are you adding it to a locked/invisible layer?

  • Not with the default 3d shape object. But there is this - construct.net/en/forum/construct-3/general-discussion-7/3dobject-plugin-alpha-3d-161171

  • Oops sorry, forID() uses specific IDs per touch, not the index. So at() would be the right expression to use for the index.