oosyrag's Recent Forum Activity

  • Having 144 frames of animation per second would be a good start.

    Besides that, position wise you should be able to tell a difference. A simple way to confirm would be to record motion at 60 fps and play it next to your preview that's running at 144fps.

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

    Storage quotas

    To prevent abuse, most browsers implement a storage quota, which is a maximum amount of data that can be saved locally. On most modern browsers this is defined as a proportion of the free storage space on the device. You can check the available quota on a device by loading Construct and checking the About dialog which shows the quota available. If the quota is exceeded, the On error trigger will fire when writing to storage.

    This information is currently not readily available as an expression in the Local Storage plugin (although that could maybe be a pretty simple feature request).

    The best we have right now is to simply catch and display the error message when trying to write to storage and there is not enough space available.

  • Any object with instances that need to be differentiated per peer should have an instance variable to identify it - this is usually what the peerid is used for.

    Animations are not normally synced. All animation should be handled locally on each client. There are a few ways to go about this.

    Cleanest way is to set animations locally based on the change in position or angle of the object (because position/angle is already synced). This works for movement style animations, but not for anything that is based on an input.

    If you have an animation that results from a specific input, the host will need to relay that input to other peers manually so that the other peers can play the correct animation (inputs are normally communicated only from the peer to the host). However it would be silly to send every input of every peer to all the other peers all the time, since most of it is unnecessary information. Instead, the host can send the "state" of any particular peer's animation to all peers. This can be done either with a synced (number) instance variable (probably set on the particular peer's instance) or by sending a message (with the relevant peerid and correct animation state contained).

  • Right click the example - copy direct link

  • That condition was depreciated in R318.

    Multiplayer: deprecate 'Supports multiplayer' condition as it has been widely supported by all browsers for years now

  • Set sprite animation frame to floor(random(sprite.animationframecount) to change them all to the same random frame.

    If you want to set a random order of frames, use the advanced random plugin's permutation table.

  • Instances by far. Each instance/copy of an object effectively doesn't take any additional graphical memory at all.

  • Text - Set text to Array.At(floor(random(Array.Width)))

    No need to shuffle.

    If you do shuffle, then put set text after the shuffle, and Set text to Array.At(0)

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  • The webhost should have no impact on the multiplayer plugin's functionality - the game is downloaded from the webhost onto the user device, and all multiplayer data is communicated directly to and from the multiplayer host's device - it does not go through or get handled by itch.io.

    You should look into NAT issues, or utilizing a TURN server.

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/nw-js

  • Correct. I'm assuming you'll be using your IDs as the tag, as they are already unique and supposed to be associated with the data requested.

  • Use the ajax.tag expression with the on any completed trigger to identify the tag/id of the request it was sent in response from.

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oosyrag

Member since 20 Feb, 2013

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