TheSynan's Forum Posts

  • Microsoft Just did an advanced C2 Course and section 3 covers multiplayer senarios. If I recall they have 3 ways to taclkle multiplayer from turn based to using the multiplayer plugin. The first part of the serious was also very good. If you want video, and want instruction and quality etc...

    The break it down very nicely, showing you the process in pictures. And in game example. It helped me understand some of the more complicated aspects of multiplayer.

    Good place to start.

    Thank you!

    I'll watch it now. I really want to make a simple multiplayer game but more of just a chatroom you can jump around in haha.. Hopefully I can take away some insight from the video.

  • I'm a visual learner and video tutorials have been invaluable while learning how to use C2..

    Does anyone know of a video that shows how to make a super simple multiplayer game? My end goal would be a platformer game where the players spawn in, have a simple chat and can jump/run around.. that's it..

    I've already gone through the sample CAPX bundled with C2 but I don't want to hack it up and use pieces of it to wing it, I'd really rather understand it as much as I can.

    thank you!

  • You could store the day / time using websorage. Do this when the player closes the app (browser object I think).

    Then when the player loads the game again, check the value in webstorage with the current date / time and calculate how much time has passed since they last played it..

    So if they didn't play the game for 10 hours, and your game gives $1 every hour.. just add 10*1 to their money (obviously money is stored using webstorage too) when the player loads the game.

    That's the simplest method.

    If you could make a CAPX example of this I would be eternally grateful. I've been trying to do something like this without plugins and have had zero luck.

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  • I'm playing with audio and I was wondering if anyone knows how to make a spectrum or visualizer..

    It doesn't need to be fancy, I just want an animated representation of the audio being played.

    Thank you!

  • I want to have a function that plays a single audio file at random points in the track but I'm not sure this is possible. I would rather go this route than to spawn an object at random that plays a clip but that's what I've been doing to get by.

    Any ideas?

  • > I'm working through the idea but I'm still getting dead zones for some reason.

    >

    Any consistent ones?

    No, not yet.. I might end up just attaching a larger invisible sprite without the physics behavior to the main sprite and have those invisible areas check for overlap instead.

  • Unnatural20, on the contrary, the four directions should cover the entire perimeter of any object, regardless of shape. The result is an approximately one pixel thick border of sorts around the object in question. Similarly, using offsets of (0, 1), (0, -1), (1, 0), and (-1, 0) provides coverage just as thorough, though the shape would be ever so slightly different.

    I'm working through the idea but I'm still getting dead zones for some reason.

  • Overlapping and colliding do include 'touching,' as I'm sure you know. What do you want to implement it for?

    I know, it's just not working right.

    I'm working on a physics based game about matching items. I figure this is the lowest tech way possible to achieve chain reaction matches without doing loads of checking neighboring sprites.

  • Your best bet would be to use "Is overlapping at offset" with a small offset, perhaps 1. This way you can have objects that aren't actual colliding or overlapping, but can determine their proximity and direction to one another.

    Almost there!

    I still have an issue with some items that are obviously touching not actually understanding that they are... if that makes sense.

  • I don't see a way to see if two sprite are just touching.

    I want two or more objects to know if they were touching, not overlapping or colliding but just idly touching, so I can create chain reactions based on the "touching" variable.

    Any ideas?

  • I've got most of the variables worked out in my head but when playing around in C2 I can't figure out how to do this.

    I want to spawn a sprite/tile and then once it's spawned it will spawn tiles around it. I need these tiles to be relative to the original tile though and grid snapping doesn't seem like an option haha.

    Any ideas?

    Sorry for the crude diagram.

  • What you are asking is similar to asking McDonald how to create a better cooking tools to cook better fast food. Ask Burger King or other folks and they will all have their own gorgeous and ugly ways in doing their own thing.

    From what you have mentioned in the second paragraph, you are pretty much learning and experimenting on what you are after. Keep on doing that and you will see better ways that really tailor to your need.

    :/

    I feel like my method is sloppy. I thought an array might be a little more clean.

  • I've read through tutorials and hacked up freebie CAPX files but I just don't get it.

    Does anyone have a link to a really simple tutorial on tile generation based on array data?

    I've been manually placing sprites in grid formations and using random values/variables to make maps and dungeons. It seems to work pretty good but it doesn't seem ideal or proficient. I make sure the empty space tiles destroy themselves and my CPU doesn't seem to mind all the sprites but I bet with arrays I might be able to actually generate real maps and terrains including the boundaries at a more random/customized level.

  • Not a how to, but just a simple question.

    I seem to enjoy setting a ton of sprites to my platformers location every tick for various reasons, but I'm not sure if it slows down the game on other computers or mobile.

    Example: I like having a weapon, hat, gun, particles etc.... all on my platformer for ever tick.. would this every become an issue?

  • TheSynan

    Try rex_time_away plugin.

    Call "Action:Start timer" when left. You might need to call it every tick (or every second/minute) to prevent left game without logging out.

    Then get the elapsed time by "Expression:ElapsedTime" at next login.

    So, start the timer on end of layout?

    At start of layout get elapsedtime?

    :/ Maybe I should read up some more haha.