oosyrag's Recent Forum Activity

  • Use & in the middle.

    "String"&expression

  • Check out the infinite runner example. editor.construct.net

    Replace the solid tiled background object with a 3dshape object.

    You'll need to adjust the numbers a little bit, since the 3dshape object's origin is always in the center, and the tiled background is set to top left.

  • Use the message system for strings.

    Also in general, consider if something really needs to be synced or not. Often if an instance variable never changes or changes very rarely, it is more suitable to use messages, even for number values. Syncing is best reserved for values that need to be updated pretty much constantly and for values that can take advantage of interpolation.

  • Have the peers send a message to the host.

    Instead of creating the peer object upon peer joining, you can do it on message received instead, with the selection in the message. So on message received, the host will create the player object with the correct peerid and team instance variables with the data available from the message. This will then get synced along with the instance variables to each peer.

  • Oops sorry I thought I replied to this but I guess I didn't hit post. Glad you figured it out, but for the duplicate object issue, the peers should delete the original object placed manually on the layout upon connecting and confirming peer status. Only the host will keep/adopt the original object and sync it to the peers, then create additional synced objects for each peer if necessary.

  • A synced variable must be set by the host, not the peer. Syncing is one way, the host does not receive any data from syncing.

    Also, the peers' character should not exist until after joining the room, the host needs to create it for the peer. The host can then assign the instances variable upon creation. This will allow both the player character and instance variables to be synced to all peers.

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  • It's a binary data expression.

    GetBase64

    Return the entire contents of the data buffer encoded as a base64 string. This is useful when binary data must be stored in a text-based format like JSON.

    To load an image into the binary data object, use the AJAX Set response binary action along with the request url action. The url can be acquired from the canvas plugin's SavedImageURL expression.

  • I'm not familiar with the process, but everything you need should be in the binary data object. The canvas object also does have the SavedImageURL expression you can get the canvas contents from in conjunction with the Save Image action.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/binary-data

  • Whatever fits your workflow most comfortably.

    Personally I don't bother with "exact fit" hitboxes, so creating a rectangular box in Construct's editor is no problem for me. For that matter, I only ever have to make one since it's just a rectangle and I can shape and size it during runtime, and they all serve the same purpose.

    If you want to paint exact hitboxes, it might be more comfortable to do so with your image editor of choice, with the ability to use layers, transparencies, brushes, and bulk export options. Again, I'd say that this isn't standard practice, and is probably going to cause more problems and headaches than it's worth...

  • I thought separate objects were also combined into sprite sheets automatically? And large animations are split up into multiple sprite sheets?

    I'm not really familiar with what goes on under the hood, but my understanding was that Construct optimized sprite sheeting, so I never really worried about it.

    One memory consideration though, as 3000 is quite a significant number, is that will all 3000 unique images always be necessary on any given layout? If your gameplay only calls for a portion of them to be seen at any given time/playthrough, you might want to consider a system loading them in on demand, or separate them out by layout.

  • I suspect a single object with 3000 animation frames would be preferable to 3000 separate objects. But I also suspect it won't make any perceptible performance difference in most cases.

    The bigger consideration is your game logic. Are these 3000 objects functionally the same? If so, I would probably put them all in a single object.

  • Not without knowing your project settings and what the sprite size/resolution is.

    But you can try changing the fullscreen scaling quality, pixel rounding, and sampling settings in the project properties to see if you can get the result you are looking for.

    Or just use a higher resolution sprite.

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oosyrag

Member since 20 Feb, 2013

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