ranma's Forum Posts

  • didn't expect that to be that simple... thanks

  • Well I got this problem, don't know if any of you are familiar with. if yes I'm begging for a solution. I want to change the animation of the box the mouse is hovered over to "over" and the other ones to "Default". I end up with this halp plox!

    edit: I also tried:

    System: For each Sprite
       MouseKeyboard: Mouse is over Sprite
          > SpriteSet animation to "over"
       MouseKeyboard: != Mouse is over Sprite
          > SpriteSet animation to "Default"[/code:2x6jxddz]
    
    this doesn't work either
  • You can have fractions of a degree, so you can have 0.1 or 359.9.

    wow, didn't think of that this way

  • even if it isn't marked as global? great

    and now for something completely different, in everything angle-related (i.e. action - set angle) I can see "0 - 360" expression. well, 360 == 0. just a quick thought

    oh, before I forget. it may be a total noob question, but, when changing sampling type from "linear" to "point" (app properties), does it somehow affect (speeds up) rendering? does it have to do with hardware / software rendering? or am I just making this up?

  • I want to use the same object in two layouts, but I don't want to mark it global (because it would appear in third layout), so the question is, will the object consume two times the memory when exporting to exe / placing textures in vram if I load textures for both layouts earlier?

  • I don't think it is a problem actually.

    One has to blow up the error almost on purpose.

    well for me it is a problem, for some reason (don't ask :) I use every 50ms to do something, and every 1000ms to do something else that should be done exactly after running the first event 20 times. and between the 20th time and the second event there is some lag always, because, the 19th time is not after 950ms, but about 900ms... I think, this kind of accuracy will spawn multiple problems in the future, so if possible I think it should be corrected.

    a cap is available here:

  • cap demonstrating the accuracy.

    top text object is increased by 50 every 50 ms

    lower text object is increased by 1000 every 1000 ms

    in theory they both should have the same value every 1000ms, instead the difference between them increases over time...

  • Every ... msec isn't suited for intervals so low they'll execute every frame. Your code is correct, but the thing is, every event can be triggered only once during single loop.

    You can make PV that adds timedelta per loop. And then you can check in WHILE whether its value is greater than desired "every ... msec" (but you input values in second units then).

    Check this .CAP:

    http://www.republika.pl/tymczasownik/ev ... WithPV.cap

    tymczasownik, lol

    poland ftw!

    as I remember from earlier testing, timedelta also has problems with accuracy, but you have a point.

  • well, for all you out there, the "every x milliseconds" has a huge problem.

    if you create an action let's say, every 1000 milliseconds (every second) add 1 to some global variable, you will be surprised how that "accurate to ~10 milliseconds" is going to affect this. well, after exactly 24 hours, the above variable, should count 86400... believe me, it will not. in this case, the ~10 ms after 2000 ms becomes ~20ms, so, after 86400000ms it's like ~864000ms = 864 SECONDS = which is like 15 minutes accuracy!

    to try it out, make a directx game, put text object somewere and add mouse and keyboard. add 2 actions:

    System: Every 10 milliseconds

    TextSet text to str(float(Text 0 .Text) + 0.010)

    MouseKeyboard: On Left mouse button Clicked

    TextSet text to "0"

    run the app and some kind of external windows counter (can be date and time properties / dbl click the taskbar clock) and click inside the game window, when the second hand comes to 0. watch as when it reaches 0 again after doing a full cirlce, the text is about 50 or something (should be 60).

    is there any way to prevent this from happening?

  • Well I finnaly finnished it off (Been lazy) and it works. but it lags like hell.

    So one quick question. Would it be easyer to make a server in python?

    you can try and make a server in php (sockets)

  • but it runs well on my machine at least, until you type a few hundred characters

    well, after typing exactly 40 letters it crashed on my comp, what would cause that?

  • Why would it hammer the server? Bandwidth wise, or CPU wise?

    bandwidth, imagine 1 message user->server and 1 message server<-user per second (about one fourth to half the speed WoW does communicate with blizzard's server) per user.

    let us assume, the user is playing about two hours a day. let us also assume, there are 500 users. let's assume a standard message sent to server is something like "hi!i'm at x800x600facing90attacking polar bear" = 46 bytes, for easier counting, 64b (send some variables maybe?). finally let's assume, the message from server is something like this: "ok, you attack a polar bear for 48hp, other players around you: otherplayer1/x810y615\otherplayer2/x820y625" = 107 bytes with only 2 players around, so we can round it to 128 without worries. so, 192b per second per user. 192*60s*60m*2h/1024=1350kB per day per user. 1350*500/1024 users = 659mB per day! this assuming, the 500 players plays for two hours daily.

    the database is a second thing, imagine 500 queries per second

    hope I saved hours of constructing before someone hot on "i'm making mmo" realized the above. sad. but true. but I'd love to see what you've done when you're done, good luck!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • posting in epic thread

    edit:

    How are you making it? HTTP/Download object would be notoriously inefficient for this.

    why? if the game is not so fast paced (ie. ogamelike) the http object is perfect (well would be more perfect if one could POST more than one time per http object)

  • that is why i loooove the "disable smilies" checkbox

  • this is an issue with an ffdshow codec configuration, this is fixed by entering the ffdshow settings and on the left selecting the "icons, paths and configuration" and selecting "none" at the top.

    edit: for some reason the ffdshow icon does not disappear from the taskbar after finishing playback of the media file (this happens in construct and some other programs, not always, so it has to do something with the playback object, not the codec)