shinkan's Recent Forum Activity

  • That's why I meant by custom loading screen - the one made of sprite, spritefonts, text, or whatever you need... just to show that something is still going on at the background.

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  • What exactly does this mean though?

    For my understanding this would mean that C2 games load content like the old Super Mario games did?

    >

    > For this one i think you are over complicating things a bit. All you have to do is store important stuff in arrays, dictionaries or whatever - which are global objects

    >

    There are a ton of instances and things that I have to consider though, besides the fact that I also have to sync it up on the connected peer.

    I think for me this would be a pain to do, I'm not really good with "predictive" eventing that contains content from a lot of different instances.

    1. No no, there is a difference between loading assets and rendering them. On start of the layout C2 loads every single object that is placed on that layout to the memory (objects created or spawned during the runtime are added to memory at runtime), but renders only what is in active viewport.

    2. i think it could be even easier. Having for example one array for all enemies and their data (position, animation, HP, speed, etc etc) could let you easily sync it because all information you need are in one place. So from one and the same array you could send out data to the host and all the players.

    My question is, how could I handle the loading times well? As far as I know C2 doesn't offer any "loading screen" feature, so this would mean that each time when such a giant layout has to be loaded in, it would display a black screen for about 10 seconds or even longer. I believe that a lot of players would think that the game crashed when waiting over 10 seconds for a layout to load it.

    You could do your own custom loading screens. Remember you don't have to load everything right on the start of the layout. You can make it in stages.

    Maybe one day in C3 we would get an option to stream levels

  • The layers would have world borders, which would detect on what part of the world the player currently is

    and unload* all other layers that are not next to the current layer.

    *with "unload" I mean setting the layer invisible/opacity 0%.

    This is kind of pointless cause everything that is not visible on screen is not rendered, so setting a layer to invisible for objects that are not rendered have no point at all.

    Using this system also means that the game has to load a whole new layout and pass all the data

    from the previous layout over to the newly loaded one (e.g. last enemy positions, player state and many more).

    For this one i think you are over complicating things a bit. All you have to do is store important stuff in arrays, dictionaries or whatever - which are global objects.

    You can also apply a lot of own rules what to do with that data, for example. If npc is on same layer as player -> do some stuff else do something else.

    I did something similar using about over 10 arrays and dictionaries and to store data for npc, inventory, items, quests for main map (900x900 tiles) + 80 minimaps.

    Everytime when player moved between main map -> mini map -> main map every important data from current map was saved, then layout changes and on start of new layout all important data was loaded again. And that was a game for mobiles, each change of level took no longer than 5 seconds on Samsung Galaxy S3. So on desktop you can easily push it limits a lot more.

    Here are some scenarios again:

    Player is on the right edge of the layout named Layer #2 = Go to the separated layout named Layer #3

    Player is on the left edge of the layout named Layer #2 = Go to the separated layout named Layer#1

    That's rather super simple thing to do

  • shinkan

    I miss that plug.

    I miss it too sometimes to be honest.

    Having a simple solid box with adjustable (size/color) stroke around it can really make some awesome stuff... Unfortunately I'm a webgl moron and still can't figure out how to do it... After all these years...

  • I made that "box" plugin when C2 was at very early beta stage - Image editor was only able to load images (no drawing tools) and that was the only reason for it. Also to speed up test and prototypes - it was faster to add "something" with a sprite functionality than trying to find and load some images from hdd.

  • Fortunately you are a human, and there is a plenty of time between turns for game to detect collisions.

  • Do you need them to be "pixels"? For a change you could use a Tiled Background. Every time you turn 90 degrees spawn new TB, and when you going straight you change it's width or height.

    Then set collisions between bike and all walls that already exist in the world - except the one you spawn and stretching while driving. That will make sure you can hit self wall only after turning 90 or more degrees at any direction and never the one you are spawning behind you.

  • Front page:

    "Construct 2 is a powerful ground breaking HTML5 game creator designed specifically for 2D games. It allows anyone to build games — no coding required!"

    I propose adding a line "with no official support to any of current HTML5 game platforms on the market" then it's a win-win scenario for everyone.

    ps. looks like Xbox and other stuff with $ init have more value than the core feature of the software that was made for. Wonder when people realize that hype for xb1 exporter Is just like a hype for a multiplayer plugin was two years ago.

  • clamp(x, lower, upper) - Return lower if x is less than lower, upper if x is greater than upper, else return x.

  • I had to install CC just to make sure my memory was correct. And partially it was. In CC you could select an event and press "Copy as text"

    For example "Copy as text" on this events

    gave you that after pasting it in notepad or wherever.

    + System: Start of layout
    -> Sprite: Set opacity to 100
    
    + MouseKeyboard: On any key pressed
    -> Sprite: Destroy[/code:1klkp4w4]
    
    So testing/debugging with others was quite fast cause it was literally  copy and paste without  wasting time on uploading and sharing images.
    
    For some reason I remembered incorrectly that works both sides,  but just checked in CC r2 and unfortunately you can't copy back from Notepad and paste on CC to recreate those events. 
    So it's only one way solution, just like pressing F8 in C2 to export events as image.
  • Looks like a nice thing to have. But what I really miss is the ctrl+c and ctrl+v on events like in old Construct Classic.

  • Problem Description

    Adding IAP plugin to the project makes preview over wifi showing javascript error on mobile devices. Preview on desktops via IP:PORT is fine.

    Attach a Capx

    IAPwifipreviewbug.capx

    Description of Capx

    One sprite with drag and drop behavior - just to have something more than empty screen, and IAP plugin. Nothing was configured or set. No events.

    Steps to Reproduce Bug

    • Construct 2 must be setup to work with wifi previews
    • Create new Project
    • Add IAP plugin
    • Run the game to see the preview on the mobile

    Observed Result

    Expected Result

    Preview the game on device without errors.

    Affected Browsers

    Chrome for Mobile

    Operating System and Service Pack

    Win 10 64bit

    Construct 2 Version ID

    Construct 2 r234 beta

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shinkan

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