oosyrag's Recent Forum Activity

  • Thanks for explaining the math behind it, I really enjoyed reading it and appreciated the detailed post.

  • In Chrome, you can go to Menu -> Install as App. This will allow you to create a shortcut on your desktop, which will open Construct in Chrome, without a search bar/status bar ect. Basically behaving similarly to an executable desktop version. I'm pretty sure you can try this with the demo version before you pay for a subscription.

    Performance I can't say, I haven't had any performance issues and I'm the type to keep a billion tabs open. My projects are on the smaller side though.

    Edit: For more info support.google.com/chrome_webstore/answer/3060053

  • The browser version is pretty great, what don't you like about it? I find the desktop version has more potential issues, and doubly so if you're going to try to emulate it.

    You can use Construct 3 in the browser made for your system just fine, or you can try to run it in a browser that wasn't made for your system (desktop version is just a standalone version of the chrome browser that only opens Construct and can't be used to browse...)

    The only thing I used the desktop version for was to preview projects that needed read/write capability directly to disk (for something that wasn't a game).

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  • Are your tilemap collision boxes set up properly? You can modify the collision polygon for each individual tile in the image editor by double clocking the tile.

  • Revisited this recently and wanted to post an updated example before my subscription expires. Apparently multiplayer.peerid does get updated correctly within an 'on created' trigger on the peer side if the object is created via syncing from the host within an 'on peer message received' event. So there is no need to manually send a message with the peerID string and try to buffer it like I did in my previous example, which was unnecessarily complicated. Here is a minimal example where peers can send a message to spawn an object instead of in the 'on peer connected' trigger, and the PeerIDs are still properly communicated.

    dropbox.com/s/p3vwhjlfs7xlxmx/MP_LateJoin_CharacterSelect_Example.c3p

    It seems like this is the approach that the OP originally tried and had issues with, but it worked fine for me so I'm still unfortunately still not sure what the problem was as he couldn't recreate it either.

  • I was working on a minimal multiplayer example for character selection and communicating peer ID outside of an 'on peer joined' trigger, and I remembered it might be relevant to this thread, since it does work for late joiners as well. Here's the link if you ever wanted to revisit this.

    dropbox.com/s/p3vwhjlfs7xlxmx/MP_LateJoin_CharacterSelect_Example.c3p

  • Iirc browser elements like iframes and form elements are always rendered on top of the game canvas. I'm not sure if there is any way around this.

  • The boxes in the example that are 80x80 with a z height of 14 look pretty cubeish to me.

    That should stay consistent regardless of the view I believe.

  • Event 38 describes the leftward "drawing" motion, the amount moved per frame increases by 10 pixels every frame (self.recoil+10).

    Event 37 describes the reset motion, which moves it dt*6% (roughly 10% every frame at 60 fps) from the current position back towards 0 every tick.

    To have it "spring forward" you'll want the speed at which it resets to be faster than the speed at which it gets drawn back. However, since both events are running while your trigger is down and both forward and backwards movement are based on the same variable, if the reset speed is faster than the drawing speed it will just never move. You'll also want both movements described the same way either with dt or without (framerate dependant or independant), not both.

    Try something like this instead:

    + System: Every tick
    -> Shield: Move Self.Recoil pixels at angle Self.Angle+180
    
    + Player: ToolID = 1
    ----+ Gamepad: Gamepad 0 Right shoulder trigger is down
    -----> Shield: Set Recoil to lerp(Self.Recoil, 32, dt×6)
    
    ----+ System: Else
    -----> Shield: Set Recoil to lerp(Self.Recoil, 0, dt×30)
    

    Although IMO the concept of recoil isn't particularly suitable for the drawing of a bow, and using lerp for really fast motions with dt like this can possibly cause issues later in low framerate situations.

  • I saw window.onbeforeunload referenced in a few places when searching for close confirmation in JavaScript. Don't know if it will work with nwjs or not.

    stackoverflow.com/questions/1565304/jquery-prevent-window-closing

  • If the speech synthesis doesn't read numbers properly, you'll just need to parse your number into a string the way you want it to be read.

    For example, you'll want to change/replace "-2934.234" with "negative 2934 point 2 3 4", and apply speech synthesis on the new "readable" string.

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oosyrag

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