oosyrag's Recent Forum Activity

  • What is a click and play?

  • Just change the blend mode so that your source is completely blocked instead of atop for the silhouette.

    https://www.scirra.com/manual/146/effects

    I think the one you want is Destination Over, but I'm not 100% sure. Quick experimentation will help you find the correct effect.

  • Bandwidth is important for the host, as the bandwidth required for data transmission scales for every peer that connects - the host has to send and receive from ALL the peers, while each peer only has to send and receive from the host.

    3g or 4g, you can have a very large bandwidth on a cellular connection, but generally speaking the latency will ALWAYS be bad. This is why real time synchronous mobile games are very rare. Most mobile games are either asynchronous, or set up in a way where timing and lag don't make little difference on game play. Otherwise, you will need to develop some creative and robust lag compensation techniques, which can be done, just troublesome.

  • Two seperate chrome windows, non minimized works for me.

    As for emulating bandwidth, VMs are probably your best bet, but I wouldn't think it worth the trouble... bandwidth is generally not an issue unless you start getting into huge numbers of peers, and in that case it only matters for the host and you'll probably want a dedicated host on a big pipe anyway. Latency is usually the main thing to worry about, and even then you usually don't have much control over that.

  • Sorry those should be Self.OriginXVariable and Self.OriginYVariable.

    For changing on tap, you can use sub events on the Touch - On tapped TileSprite condition, then compare values.

    Touch - On tapped TileSprite 
           
             System - Compare two values - TileSprite.AnimationFrame = 4 | TileSprite Set Animation Frame to 7
             System - Compare two values - TileSprite.AnimationFrame = 7 | TileSprite Set Animation Frame to 11
             System - Compare two values - TileSprite.AnimationFrame = 11 | TileSprite Set Animation Frame to 4[/code:fqbomx5c]
  • Check out newt's link, it should have exactly what you're looking for.

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  • That's pretty much exactly what I put in the capx I uploaded, and it was working for me - the only difference was that I created the sprite in C2's editor instead of importing it. So if that one doesn't work for you... latest version of C2 and nwjs?

  • So I haven't tried this myself so i'm not 100% sure, but here's my idea

    If time < wallclocktime | Set timescale to 100

    Else Set timescale to 1

    Maybe add Runonce, but I don't think its strictly necessary

  • For the third part you'll want a global variable called Total, to add up the two animation frames.

    Touch - On touch release       | Add TileSprite.AnimationFrame to Total
    Touch - Is touching TileSprite | 
    System - For Each TileSprite   |
    
    (Make a separate event)
    
    Touch - On touch release       |Set TileSprite.AnimationFrame to Total
    Touch - Is touching TileSprite | Set Total to 0
    
    [/code:wojoighu]
  • Have you tried searching in the tutorials?

    https://www.scirra.com/tutorials/search?q=swipe

    Generally speaking you'll have a friction type value that would always be reducing the object's velocity towards 0 at a constant amount, and then its just a matter of setting the initial speed based on your swipe.

    The basic logic for that is that every tick you will record the position of the object in variables, and you can compare the objects position at the current tick with the last tick when you release the object. The distance between these two points can be used to set your starting velocity.

  • Hi Jamal, the link to the tutorial you are referencing got cut, so we don't know what you are talking about. Try typing it as www dot scirra dot com/ectect.

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oosyrag

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