Kan's Recent Forum Activity

  • *Bump*

    Anyone who had any issues with fps on host side with multiplayer apps/games then?

  • Hi there,

    I made a very basic multiplayer example to test out a few things, and something really weird is happening : the host's FPS gets and remains low (about 15 fps) every other time I run the program. 1 try out of 2, the host's fps is low. I close the program, then I start it again and it runs at around 60 fps. And it keeps doing that systematically. First fps is low, then fps is normal, then fps is low again, then fps is normal again... you see the picture.

    And it does that with every game/app I make using multiplayer so far. Not only is it strange and annoying, but when the host has such a low fps, the game doesn't run well for anyone.

    So far I have tested it only at home, both on the same computer with different browsers (Firefox, Chrome, Seamonkey) and on three different computers (using Firefox) leaving the multiplayer plugin to its default connection type (which is Internet even though it could be LAN in my case).

    Am I the only one dealing with this? Anyone wants to try it too and tell me how it goes on their side?

  • Does your plugin allow unlocking something already present in the game when the transaction is done (without having the player to download something or check their emails) ?

  • You could also add an additional condition to every of your events checking for collision, to make sure collision checks occur only when, for example, a boolean variable named "Collisions" is true. And you switch that variable to false instead of disabling collisions.

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  • I did also notice that touching/tapping (anything involving touch) doesn't always respond.

  • Also, the jump height will never be exactly the same from one jump to another. This was a big issue in a game I made where a 10 pixels variation was too much. The solution I came up with was to have an invisible solid object always located at a certain height over the character to stop it from jumping higher.

    Of course, when FPS gets really low, anything's still possible... (as my tester found out when trying my game on an old computer at about 10 or 15 FPS, which resulted in very funny glitches, such as the character flying around the place)

  • It's hard to answer without looking at your events... Maybe you could upload the .capx file to Google Drive and give us the link? Or attach a screenshot of your event sheet?

  • The only way I found to do this was to use TiledBackground objects instead of Sprites, and resize the TiledBackground to the size of the loaded image.

  • skunheal nimos100 is right, I had the same issue once, and there is only one collision map which is used by all pathfinding objects.

    For the overlapping issue though, you should check the RTS template that comes with Construct 2, it shows how to keep units in "formation" while they move. (Open Construct, go to File > New, and look for "Template : Real Time Strategy (RTS)")

  • The only way I can see would be to create every sprite at random positions, then check if any sprite is overlapping another one, and if so change one of the sprites' position to another random position until no sprites are overlapping (see attached .capx example file).

  • Adam568 You had just forgotten to check if the tiger is attacking before making it walk. I added the required condition, now it works fine (see capx file).

  • Try the "distance" system expression ( https://www.scirra.com/manual/126/system-expressions )

    distance(x1, y1, x2, y2) Calculate distance between to points

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Kan

Member since 2 Nov, 2009

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