PabloDev's Forum Posts

  • Thanks, the effect is gone, the link does not work.

    What I need is for the sprite to leave a trail of other cloned sprites and these disappear little by little.

    I think that the effect you gave me is another more complicated way of doing it, although it is true that it is what is more like the image I put before.

  • Hi, I think this question should be asked in this section.

    A section of questions like this would be fine in the effects and behaviors section.

    My question is, is there a behavior that allows a sprite to leave a wake when it moves at high speed?

  • Hello, my name is Pablo and I like the creation of retro style graphics, I make them for my games and I can also make them for yours if you want.

    Here you can some of my works, keep in mind that the images have a grainy effect (apologies for this) to avoid the possible illegitimate use, even so I hope you can get very approximate idea of the finish, these are some phase backgrounds that I have facts:

    I also have a package of 29 animated sprites that includes preview videos published in a different store than scirra, I think it would not be correct to put the link here.

    We agree on details, prices and others for private.

    If you need to see more of mine, do not hesitate to contact me.

    A greeting.

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  • It seems that there are not many like bitballoon, easy and fast.

    Do you know any to upload and try my game ?.

  • I have tried in scirra arcade but there are too many questions to do a test.

    Also I have not seen the option of putting the game in private, in this moment my game is private, I do not want to publish it.

    I will look for another host other than bitballoon.

  • Hi, I'm trying my multiplayer game on chrome for android.

    I upload the game to bitballoon and then I try it on android (Galaxy S6).

    Resolution 320x160.

    All events disabled.

    No scroll.

    No physics.

    Without tilemap objects.

    Only one text object that is written every 0.5 seconds shows the fps.

    Two sprite objects that only reproduce an animation slowly of 2 frames.

    Something else out there, like 3 spritefont objects that are not processed because the events have been deactivated.

    The performance starts at 60 fps and ends down at 35/45 fps.

    I think this has happened to many people before but I do not know the reason.

    Does anyone know anything about this mystery with performance?

    I have run the debugger on PC, I do not see anything that increases CPU usage.

  • But we still do not know if it is a bug and it is necessary to report it.

  • Hi, what is the best way to make an event happen in both players at the same time?

    My game is 1 vs 1.

    Is the most precise way to send the event from the server simply ?.

  • Thank you.

    In more detail it is due to the box where the text is contained.

    When you increase the scale of the text you get to a time when the text does not fit in the box, at that time the text disappears.

  • Hi, my spritefont disappear when her scale is superior to 2 approximately.

    why happens this?

    CAPX

    https://www.dropbox.com/s/1uk8dmkmcjun2 ... .capx?dl=0

  • I tried the demo.

    In my opinion the graphics are somewhat confusing.

    I would suggest using a lighter tone for the foreground of things (tree tops and other decoration) and a darker tone for decoration at the level of the character.

    This is so that it is easy to distinguish between what is above and what is below.

    I also saw that the shadow is projected by the character, why did you decide this? Do not you prefer a fixed fixed shadow for the objects (stones and others)?

    In the movement there are no limits, the character can turn his head 180 degrees while his body goes straight until it starts to turn towards the head, have you tried to put realistic limits ?.

    What happens if you make the turns faster? I mean that the character positions himself with more speed towards the cursor.

    The combat I like, I think it's okay, I do not see anything wrong there.

    At the moment my observations are:

    • The graphics, there is no clear distinction between 1 plane and 2 plane.
    • The turns in the combat sometimes are something strange, I do not know very well how it can be solved but perhaps it could be tried to give more speed to the rotation of the angle of the personage.

    This is something that I discovered recently and maybe you already know it but this page exists:

    https://sketchfab.com/models/62f5068892 ... 6fafbc5bf1

    If you position the camera at the top angle you have references for the graphics.

    With this I do not say that the graphics are wrong, if you like your graphics then there is no problem, this is just for reference, to know what is seen and what is not seen from that point of view.

    You can see buildings and many things.

    The last thing, I have maximized the window but the white bar does not disappear.

    Can not this white bar be eliminated?

  • >

    > I believe that the client should never execute this action, only the master / server can execute it but in my program the client also executes it at the beginning (when it connects) during some frames, then it does not execute it anymore.

    >

    > Why does this happen?

    >

    There is always single client in a room which marked as master. This may be useful when you choose running game logic on 1 client only and update other clients with game state from this client. In this case master client acts as a "server" while being regular client. Note that when current master leaves, another client from currently joined assigned as a master.

    Please don't confuse master client with master server which is a part of Photon Cloud infrastructure.

    Ok, this is solved, you just have to do it like this:

    I am not sure that the problem has been understood.

    I have two players in the room.

    Only one of them is photon.masterActorNr

    Only photon.masterActorNr will execute the actions of the condition "if (photon.MyActorNr == photon.MasterActorNr)".

    The problem is that the player who is not a teacher / server also performed those actions at the beginning, when he entered the room.

    The second player should never execute those actions because he is the client, this player is not the master. The master is already in the room when the second player entered, however, the second player executed the actions contained in the condition "if (photon.MyActorNr == photon.MasterActorNr)" during some frames

    Then I need to identify which player is the server in the room.

    This is achieved with the condition "if (photon.MyActorNr == photon.MasterActorNr)".

    So why did the non-master player also execute the actions in the condition?

    I need to run the logic of the game on the server only.

    -----------

    Could you try this example with 2 players?, It is the official example of fish.

    https://www.dropbox.com/s/udjs22p38ygo2 ... .capx?dl=0

    Only need the appID.

    I only added this in photon eventSheet:

    You can see that the text is also written to the second player (client).

    But the condition indicates that it should only be written to the master player.

  • Thanks for your time.

    I keep programming and continue to appear behaviors that I do not understand with the plugin, then new questions.

    I have this condition:

    I believe that the client should never execute this action, only the master / server can execute it but in my program the client also executes it at the beginning (when it connects) during some frames, then it does not execute it anymore.

    Why does this happen?

  • I do not like killing games in which blood is seen but in general it seems to me that it is well executed.

    The animations are somewhat simple but effective.

    And that attack in which he starts to turn is very good.

  • Oh, I meant this:

    Data is 1 integer, not "1".

    When the event is received with photon.eventData, that value photon.eventData will be literal right ?.

    To get the int value I'll have to do this:

    int (photon.eventData)