Rory's Forum Posts

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  • I've tried exporting it and it gave the same black screen results, if thats useful at all.

    I'm glad you're on it!

  • Bump, anyone?

  • I realized that if you have Ww.js object in your project, you can't run the C3 Runtime in it. Is there a reason for this?

    Strangely, I can't get my game to export with web worker at all.

    Is there something I should be looking out for that stops them from working?

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  • I agree with this. I think the team is quite against expanding on the feature set of this Z elevation feature more. In response to adding things like this, they've said that being able to adjust the camera soon turns it into a 3D engine and that's not what they're going for.

    I personally think that right now the lack of these features makes working on most kinds of 2D games complicated, because it makes me rely on tricks for anything besides platformers.

  • construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-pathfindi-96215

    In c2 you have plugin solutions. You can also do a manual implementation of A* algorithm through pure eventing.

  • Is the web worker functionality supposed to work in nw.js?

    Ashley

  • construct.net/en/forum/construct-2/general-discussion-17/guide-simulating-limiting-fram-133990

    I wrote a tutorial here for C2, but it works the same way!

  • You are an inspirational teacher :) I wish I had you in secondary school

  • I just tested it on my project which has quite a large number of collision checks and draw calls. It usually gives me a 90-100 FPS range and occasional drops to 80+ without web worker, but gives me constant 100 FPS no drops at all with :)

  • It makes it so the physics is precise each time you run it, so that it will be the same on everyone's machines :)

    You can set it on initialization for each client.

  • You make sure to use the fixed stepping mode for Physics and sending the same movements should replicate the right results on each device

  • Something I've been working on for a few weeks. It's the start of a pretty big project. But I'm bumping into some walls I can't work around at the moment sadly.

  • Rory's guide to simulated frame rate cap

    There's been a feature requested since the start of Construct 2 that has yet been added, which is frame rate capping, something seen in most game titles.

    For various reasons, you may want to limit your frame rate for your game.

    1. Artistic Choice

    Smooth visuals may not be what you're going for with your specific game title

    2. Consistent Framerates

    Some people have 240hz monitors that support 240 fps. But not everyone has graphics cards capable of playing every title in 240fps.

    Having unconsistent drops in frame rates is much worse than having a fixed 30fps,60fps,120fps.

    Not many people may understand this problem because most people use 60hz screen devices.

    3. Preference

    Some people just prefer playing games on fixed refresh rates because smoothness feels artificial. I personally don't get this, but I know people who do.

    So since there has yet to be an official solution, here's one bad work around.

    MY BAD SOLUTION

    1. Detect your game's refresh rate.

    Using the system variable "fps" check what the player's refresh rate is.

    Save it to a variable called RefreshRate in a layout where there's nothing slowing down the game.

    2. Limit it based on what you determined the player's refresh rate to be.

    Eg. If the player is running on a 60fps monitor but you want it to be a 30fps game.

    Eg. If your player is running on a 120fps monitor but you want it to be a 30fps game.

    I have a 100hz refresh rate.

    This is 50fps with it halved

    This is 25fps with it quartered

    Notes

    -Popular refresh rates are 24/30/60/75/90/100/120/144/240hz

    -If you do fancy math, taking your RefreshRate variable and your desired target frame rate, you can find out how many frames you need to tick because you render one frame and at what time scale

    -You may have to work around some other stuff, like not running things on every tick, and instead on every "Moving Tick".

    Of course the system is still actually running at 100fps, it's just pausing the game 1/2 or 3/4 ticks and then speed it up for the last tick. It's only here to help with reasons 1 and 3. For people who want frame rate caps for artistic purposes and preference. You might run into more problems in the future.. but this is the best solution I can come up with until Ashley gives in to the age old request for frame rate caps.

  • The plugin doesn't work with Save states