oosyrag's Forum Posts

  • 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.

  • Then you would use the On Nth touch start condition, and touch. Xforid(1) and yforid(1) expressions to get the x and y for the second touch.

  • Add the system condition pick (ball) by comparison.

    Distance(ball.x,ball.y,bomb.x,.bomb.y)<100

    I do not understand your second question. To create a bomb where the player touches, on touch start - create bomb at touch.x, touch.y. That doesn't have anything to do with moving your player.

  • Try 'pin at distance - rope style' with the pin behavior and see if that's what you're looking for.

  • Oh so a couple things.

    You don't want to floor that, or it will defeat the purpose of dt, which gives you fractions of seconds. If you floor it, it will go to the next lower whole number no matter what framerate you're running at. Use an intermediate variable to keep track of the actual time, and only floor the displayed time.

    Resetting to 10 when you get to 8 is something else entirely, so you're going to have to look elsewhere.

  • dt*your development platform target framerate

    Normally 60.

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