usbtypec's Forum Posts

  • (I haven't used these much so I'm not sure how useful I'll be, this is probably a question for the more advanced users, but I'll try)

    The built-in multiplayer plugin is definitely better for turn-based games or games that don't suffer from latency, because it will always have some sort of latency no matter what, which can suck for competitive games like you described. I don't know much about photon or node.js, so i won't say anything about that.

    As for those exporting options, consoles require third-party services to transfer the game to consoles (such as Chowdren). I think you can export to steam (I think using NW.js, i may be wrong), but I have no idea about steam deck. Exporting to mobile is an easy option, too. Construct is great at exporting for mobile.

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  • Nevermind, I found the issue. My device had auto-rotate off meaning I couldn't preview it correctly.

  • I use Remote Preview to test out games I make for mobile devices, and it has proven to be very useful. However, whenever I preview a project in landscape, my device keeps the portrait orientation meaning that the project is only using the horizontal space meaning the project is really small.

    Is this a problem with Construct or a problem with my device?

    I'll try to get a picture to show what I mean soon.

    Tagged:

  • I'm not too sure on how to do the scroll bar, but i think there is a tutorial on that by Lessis Games on youtube. As for saving the messages, you could try saving each message in order in a 1-d array that grows as more messages are stored, than save that using localstorage or whatever other method.

  • Even though what R0J0hound suggested is probably better, there is also the Ghost Racer example in the example browser that stores your time and replays it, maybe check that out too.

  • Glad that something was fixed. What other collision issues are still there, if any?

  • I've messed around a bit with your project, and I'm just as confused as you are. I do have a question though, and maybe a possible fix.

    - Why do things such as the mower and the cat have TileMovement? Are you planning to make them move? Because if not, disabling that behavior fixed the pushing issue for me.

    -One issue with the hitboxes could potentially be because the sprites change size? For example, if you are walking up and then walk right, the size of the player changes and perhaps this is causing some of the strange collisions?

    Sorry if this didn't work. I can try to help some more later.

  • Glad I could help!

  • What version of Construct are you using? Other than that, I have no idea how to help, this hasn't ever happened to me before.

  • Also the stutter only happened for me once, it wasn't like the YouTube video. Maybe it has something to do with the player's bullet behavior? Try testing with 8Direction instead and see if the issue persists. If so, it's a camera problem. If not, it's a behavior problem.

  • After more testing, I saw the stutter happen once. I have no idea why this happens though. Just wanted to let you know it isn't just you.

  • For me it looks perfectly fine, I didn't see any stuttering. I don't know why this is happening for you though. Maybe the framerate/refresh rate on your monitor is slow?

    Sorry I wasn't able to help

  • The problem isn't in the look up/down group, it's above it. The events in the look up/down should be working fine, but even if it is triggered, the events above (Camera MoveTo is Enabled / Player Is on Floor) will end up triggering the next tick anyways, meaning that it would "cancel" out the look up/down.

    Try this: add a global variable boolean called lookingUpOrDown (or whatever you want to call it) and set it to true on the On Timer events. Then, on the Camera MoveTo is Enabled and Player Is on Floor events, add a condition to check if lookingUpOrDown is false and only trigger if it is false. (Use System > Is Boolean Set, then right click on the condition and press Invert. This checks if the condition is NOT true.)

    Then on the W / S Released event, add Set lookingUpOrDown to false as an action.

    Hope this helps / works!

    EDIT: fixed a typo

  • The Google Drive link says that I still don't have access, did you share it correctly? I can't help much until then.

    Personally I like to create a Lerp Camera instead of ScrollTo. Create an invisible camera object with ScrollTo. Then, as an event, Every Tick > Camera > Set Position > X: lerp(camera.x, player.x, 0.03) Y: lerp(camera.y, player.y, 0.03)

    Note that the 0.03 on the lerp can be changed to change how fast the camera focuses on the target position (which for the example was set to player.x and player.y)

  • Are you using a Tilemap to create your layout? I once had a problem where I would "erase" tiles by painting with a fully empty tile, but this actually still puts the collisions there, you need to use the eraser tool instead.

    On the layout properties bar, at the bottom is a check box labeled "Show Collision Polygons". enable this and see if there is perhaps anything out of place / larger than normal.

    Hopefully this helps!