j0schi's Recent Forum Activity

  • i am not entirely sure but i think pin would not work here, as the rhomb does not move...

    my approach would be to set the oject scale of the balls and move them closer to the center...

    something like

    each x seconds  balls set scale to balls.scale -0.05
                    balls move 1px at angle angle(balls.x,balls.y,rhomb.x,rhomb.y) [/code:m11rrn8f]
    
    but thats when the balls are not in motion... you can also try to use a force on the balls directing to the center of the rhomb and as closer they get the lower is the scale 
    [code:m11rrn8f]balls set scale to distance(balls.x,balls.y,rhomb.x,rhomb.y)/100[/code:m11rrn8f]
    
    hope that helps
    kind regards 
    Patrick
  • Hi Folks,

    I use the following simple formular to calculate the absolute positon of a touch relative to the size of the canvas window:

    Touch.AbsoluteX/(WindowWidth/1280)[/code:8fkdz5tq]
    screenshot: [url=http://gyazo.com/55bf28b8fceb6c3767333e788df5e85d]http://gyazo.com/55bf28b8fceb6c3767333e788df5e85d[/url]
    (my project is 1280 px width)
    
    which works like a charm on my desktop in every possible window size! 
    
    the problem is it does not work on mobile! for example if i test on my z1 compact (which has a 1280px width screen) the most right position is displayed with 640. which is exact halv.  but the formular should return 1280/(1280/1280) = 1280!
    i am helpless here <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> ive get similar results if i test on my s2... but on desktops i can resize windows as i want, everything gets calculated fine with every windowsize...
    
    Kind Regards 
    Patrick
  • No Suggestions on this topic? Looks like i will make a turn based game for now

    Thanks to all who read this thread and gave it a thought

  • Update: With local input prediction it is relativly fine but the jump seems to be pretty awkward. as the sprite falls it decreases its falling speed as nearer it gets to the ground... is this a bug? it makes sense for 8 directions but not for the platform behavior.

    regards

    Patrick

  • I think those issues where adressed many month ago... still there seems to be no fix yet. commented again, maybe it will move something...

    for the other topic, pro / con c2:

    I love construct. Because it enables me to live out my childhood dreams to programm games without to much learning / time investment. but construct is merly more than a tool to make very simple games or good prototypes for prove of concept and that makes me kind of sad.

    at some point or another you will run into problems which you cant fix.

    besites of the jitter/jank/framelags that are arround for ages whcih makes all games pretty unsmoth (a problem for every html 5 app) my curret problem is with the multiplayer input lag. for turn based games, construct is the best you can get. but for anything fast... its just not there jet.

    Other problems are with audi... laggy for the first time play of a sound and several other issues (volume on android and so on)

    but i really hope it will reach a point in the future where you can make high quality games with construct. and i am sure ashley is working hard on this...

    i will be there to make one when the time hast come

    kind regards

    Patrick

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  • Hi,

    currently i am working on a multiplayer platformer.

    That said i am experiencing 2 big problems which i cant find a solution for.

    1) i have several fast moving objects. syncing those without lag is only possible with the lan mode and high precision.

    http://gyazo.com/a425e76fd4ef1728ca6159486162b0cb

    that works relativly fine, but it eats a shitload of bandwidth so i cant move arround many objects at once or have to destroi the bullets quickly.

    also if i use internet mode it seems that the bullets get destroyed before they reach the target. at least on the peer site, for the host everything looks fine. so it seems that the object uses the 80ms buffer while flying, but not on destroyed... that looks a little awkward as it seems the bullets disapear rather than impact.

    2) the second and the bigger problem is with the input lag. as the movement prediction doesn`t work for the platform behavior one can feel the lag when pressing a key. the problem gets bigger when the game is played over internet and not lan. its not much but enought to be annoying. so what is the right way to do this?

    Current peer setup: http://gyazo.com/5997b57346045d57dd016d6cefd46b91

    Hostprocessing: http://gyazo.com/74789ba6396edf74eda54d5dc789e818

    Sync: http://gyazo.com/b03e7c39b1bf56e526679064dce8f6a7

    2 is by far the bigger problem as i can cover the disapearing bullets with exploisions.

    currently i doubt that it is possible to make a good quality real time multiplayer game with the given tools. i hope you can prrove me wrong!

    is it a possibility that each client processes his own movements, his own bullets and the host just syncs to the other clients and the enemy hp/bullets?

    that would solve part of the problem but i i understand it correctly the host can only sync objects to the client, not the other way arround?

    i am gratefull for any tipps on this topic!

    kind regards

    Patrick

  • Hi,

    currently i am testing all user media elements.

    Ive managed to stream pictures to a server and display them on other devices, pretty straigth forward. i tryed the same with audio, but as i see it there is no way to do it with the current tools. so i thought at least the microphone would be usefull to automatically start speech recognition.

    so i measure the rms and when rms>-20 i would like to start the recognition.

    but what i experienced was that the browser asks EVERY TIME the recvognition starts for permission. is there a way to only once ask for permission and then just start / stop recognition? that would be an important feature. it makes litterally no sence to request it for every sentence

    kind regards

    Patrick

  • i think it would be better if you just change the ipadress in construct itself... did it ever worked for you?

  • hey ramones, sometimes the simpelest things are the solution... somehow after 4 years the ip adress from my pc has changed to .102 thanks for pointing that out

    kind regards

    Patrick

  • Hi,

    since the update to the latest version i get this error when starting the preview server: http://gyazo.com/fdad782e89b2efce391d7b007625aa99

    Before the update everything worked fine (for years). Is this a bug in the latest version or am i doing something wrong?

    Kind Regards

    Patrick

  • Thanks for reopening, saw it a little late that you aleready have done it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    so here is my approach, with the impulse, but its the same with just 1 event

    https://drive.kyberon.net/index.php/s/KHAI25894cFYOoS pw: demo

    Confirmed for

    Affected Browsers

    Chrome: (YES)

    FireFox: (YES)

    Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 8.1

  • Problem Description

    Physics objects causes App to crash.

    http://gyazo.com/e3af86bab86c769915076d29c04626bd

    Ive removed everything from this rather big project exept for the part that crashes the app. It seems that the ammount of physics object spawn is not the cause (i highered the spawnrate for testing) but that also 9 physics objects (coin) will cause this crash, it just takes a little longer. Just run the attached *.capx and wait for it.

    Attach a Capx

    https://drive.kyberon.net/index.php/s/yEYfDYcsSMRc9sE Password: demo

    Description of Capx

    Spawn a object every 10 to 20 Seconds which (when reaches another object) spawns some physics objects. The phisic objecs have an on created apply impulse condition. After some minutes the app crahes

    Steps to Reproduce Bug

    • Start the Browser Preview
    • Wait up to 10 minutes
    • Watch error message

    Observed Result

    Javascript Error Uncought abort() at Error

    Expected Result

    App runs fine

    Affected Browsers

    • Chrome: Yes
    • FireFox: Yes
    • Internet Explorer: Yes

    Operating System and Service Pack

    Windows 8.1 Latest

    Construct 2 Version ID

    Release 207

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j0schi

Member since 8 Oct, 2014

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