shinkan's Recent Forum Activity

  • I presume your layout is the size of the window? In this case collision cells have no effect. They work best when objects are distributed over a large layout.

    Ahh, so thats is. You should mention this in your blog post, that it works only when layout size is bigger than window size.

    Just tested it and yes they are working fine on large layout.

    Thanks for clearing this out.

  • Have you seen what they did?

    https://www.unrealengine.com/

    I believe they just destroyed Unity completely with their new subscription plan.

  • I'm a bit confused.

    I have 20 instances of same object with variable

    10 of them have variable set to 0, other 10 set to 1.

    And they just moving around layout within its borders.

    +System: Pick Sprite where Sprite.Variable = 1

    +Sprite: Is overlapping Sprite

    -> Sprite: Flash

    In debugger it shows:

    Collision checks/sec = 5400 (~90/tick)

    Poly checks/sec = ~2 (~5/tick)

    Moved cell/sec = 0 (~0/tick)

    Cell count = 0

    but if I do

    +Sprite: Is overlapping Sprite

    +System: Pick Sprite where Sprite.Variable = 1

    -> Sprite: Flash

    In debugger it shows

    Collision checks/sec = ~22900 (~380/tick)

    Poly checks/sec = ~240 (~8/tick)

    Moved cell/sec = goes from 0 to 9 (~0/tick)

    Cell count = goes from 1 to 3

    So how Collision cells optimization works if I get much more collision checks? and it's only 20 instances

    Tested on r164.2

  • don't want to create another topic so I post my question here.

    Did someone was able to host/play your own game?

    I can connect to http://www.scirra.com/labs/multiplayer/ghostshooter/ without any problems but every time i'm on preview or export my own stuff it doesn't work at all.

    Even multiplayer examples - without any changes - works only while using two browser windows on same pc. I've tried 4 different computers with chrome and firefox and 3 phones and still nothing.

  • Probably too many people wanted to try multiplayer after r164 release, and we cooked signaling server

  • This works for browsers only. You can open only one instance of your project in node webkit.

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  • Just make sure you have Mouse object added to your project

  • Same here on 1 pc

    webkit host -> chrome client - 2 players seen on webkit, 0 in chrome

    chrome host -> webkit client - 2 players on chrome, 0 on webkit

    For other pcs it doesn't work for me at all (shooter and chat examples). Tried with two computers with chrome and firefox, and with samsung galaxy S3.

    If one of these devices is Host others can't connect. Doesn't matter if host is firefox, chrome or chrome on android. For few seconds it shows that 2 peers have connected but nothing more. No "joins" to room.

    I can only connect and play using 2 chromes on same computer.

  • use rgb (128,128,0) to fill transparent pixels in normal map

  • No issues here on chrome.

    Win7 64bit / Chrome 33.0.1750.149 m

  • There are system expressions "CanvasToLayerX", "CanvasToLayerY" and "LayerToCanvasX", "LayerToCanvasY" they will help you.

  • Kyatric Sticky was just a suggestion, but yeah totally forgot about attachments - they do make these services unnecessary for sharing capx and stuff like that.

    So nevermind

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shinkan

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