fredriksthlm's Recent Forum Activity

  • You should be able to test out if it's a problem with the way C3 generates sprite sheets.

    1. Export your project as HTML5

    2. Download the zip file

    3. Open the zip file and navigate to the "images" folder

    4. Open the sprite sheet that contains the sprite in question

    5. Observe whether or not there's edge bleeding contained in the sprite sheet

    Let me know what you find.

    The lines can be seen in preview (if they exist) and the spritesheets can be seen directly in the editor.

  • This is a very common issue, I see it often.

    I believe it stems from the spritesheets. If you have background images in your projects they can bleed to the sprites close to them in the sheet. Even if you have transparent borders of your sprites. But backgrounds don't, so they bleeeed

    I don't know how to come around this.

  • I have never used GameCenter. But to authenticate, submit scores and show leaderboard in the same event without any callback don't seem like a good approach. Since the athenticate will not be finshed before posting, and the posting will not be finished before the show.....

    But as said, I don't know the gamecenter best practice.

    You should be able to catch the fails and successes also, so you know when something "happens" and if it fails

  • Any updated tutorials about Photon ?

    How to connect , create room with exact number of players, join room etc...

    There is a lot of documentation and tutorials at the Photon community. Also Photon has two working construct projects you can look at

  • Have you bought the Construct Master Collection? If so, IronSource is part of it.

  • macincloud is "a mac", nothing more nothing less.

  • I use Macincloud. You get a virtual Mac, with the latest OS and latest Xcode. It cost $1/hour to use. Works fine.

  • Yes, everyone got that.

    It was fixed yesterday by Ashley. See the release notes from yesterday (even though I believe this latest fix is within the plugin, and not in the editor. So just rebuild it and it will be corrected)

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  • This should have been fixed in R195, which version are you using?

  • Another holistic question/approach:

    Is there any way where all changes that happen in the layout are updated automatically at every 0.2 seconds.

    Like I wrote earlier, the only changes that could happen are positions of sprite instances, text changes (score) and opacity changes.

    Maybe I am too stuck on the idea that after every action a message has to be reporting everything about the actor that had undergone interaction/change, and there could be a way where all positions, angles etc. is mass processed the whole time?

    That would be a terrible approach. Never ever mass send messages for everything to everyone all the time.

    The best practice for multiplayer games is the opposite, send as few messages as possible.

    Read more on the photon forum or general multiplayer web pages for best practice.

    (Lerp the positions from the position data in the messages instead, after an update.)

  • Just some tips here.

    Always start with an easier project, just a test one. Since you obviously have no idea of how it is working you should first just try to understand how to send messages, with which data, and how to receive it and how you can fetch the data.

    I would suggest you create a textbox where you print out the received message for the receiver, so you fully understand what you are actually receiving. Also (when you are finished testing) you should not really send such message to yourself, only to Others. And of course you can send AnimationFrame data, you can send exactly whatever data you want.

    Good luck! :)

  • In your example the | is the delimiter for the fields in the message.

    Tiles.X & "|" & Tiles.Y & "|" & Tiles.Angle & "|" & Tiles.UID

    Would be a json message for thesprites X and Y coordinate and the angle and the UID

    Then when you receive the message you can get the data with this command:

    int(tokenat(Photon.EventData,XXX,"|"))

    the "int" means turning it into an integer, otherwise it is text. the XXX means where in the message the data is stored, 0 is always first. in this example above Photon.EventData,3,"|" would be the UID of the sprite you sent.

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fredriksthlm

Member since 6 Jun, 2016

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