linkman2004's Recent Forum Activity

  • If you're going to check connection status, I'd suggest checking when the user attempts to start the game from the main menu. While in game, perhaps check every 30 seconds, kicking players back to the main menu if they're not connected.

    I really wouldn't worry about it, though. In my experience, this has never been an issue, and a move like this does nothing to build trust with your players -- it just comes off as overly aggressive.

  • LittleStain is right -- you'll need to post either a screenshot of your events, or a link to your CAPX.

  • You can use the Array object's AsJSON expression to get the contents of the array as a JSON string, which you can then put into local storage. When loading, use the Array object's Load action to load the array from the stored JSON string.

  • If you're willing to use third party extensions, rexrainbow made a plugin to do just this.

  • There's already a tutorial that demonstrates split-screen functionality, among other things. Since it's mentioned in the tutorial but not linked, here's a link to R0J0hound's Paster plugin.

  • How large are your sprites being drawn? Mobile GPU's -- especially older ones -- tend to have low fillrates, which can be maxed out by drawing even just a handful of large sprites(note that I mean the size at which they're drawn to the screen, not texture dimensions). Also, which version of the iPad are you testing on? It's quite possible that it's simply too old.

  • It's technically possible to create a Wolfenstein style FPS, but a cursory glance didn't turn up any examples with working links. The technique used is called ray casting, so if you're determined to make it happen, that's where I'd suggest doing some research. But honestly, C2 isn't intended for making 3D games.

  • Newly created objects are inaccessible outside of the event they were created in until the next tick. Two more things to note just in case you're not aware (just some useful info):

    1. A wait time of 0 seconds will wait until the next frame.

    2. Functions don't remember objects picked by the event from which they were called. If you want the function to work with a specific object, you'll have to pass in your object's UID as a parameter and pick it inside the function.

  • Capping the framerate isn't possible, but you can set a minimum framerate with the Set minimum framerate action in the System object. This keeps dt from increasing past a certain point. Setting the minimum to 60 will ensure that dt never changes, making movement more consistent, but at the cost of making movement speed dependent on framerate.

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  • You could try throwing all of your buttons into a family and then running a For Each loop over the family when you set the CSS properties.

  • If you want your game objects to move at the same speed regardless of framerate, then you should use dt. If you just want your object to move 32 pixels every time you press some key, there's no need for dt.

  • GaddMaster this topic has been beaten to death, and the answer is always "no". If you search through the forums, you'll find numerous posts by Ashley explaining the reasons for this.

    Also, please check the date on topics before posting.

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linkman2004

Member since 15 Jan, 2008

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