oosyrag's Recent Forum Activity

  • Have you tried following the multiplayer tutorials step by step to get a clear understanding of how the multiplayer object works?

    After that if you have a question about how a specific part of multiplayer does or doesn't work, ask again.

    Some things about your capx - for starters you don't have a button placed for you to run the event to connect to the signalling server. Your max peers is set to 0 so no one else can join your game after your host connects.

  • Try using collission or overlap conditions to specify which instance is being picked specifically, then pin the player to the object.

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  • Each intense calculation would need to finish before the next starts.

    So.... they do go in order, but your actual system frame won't update until the entire event sheet has run through, so they would all appear to fire at once, when everything has been calculated and your system is ready to display that frame.

  • Ah I see. You can do this with an event.

    System - On start of layout    | System - Scroll to (0,LayoutHeight)
    [/code:3fb7pv94]
    
    It won't show in the layout editor, but when you preview/start your game the window will start on the bottom.
    
    The right click aligning options are used to align objects you've placed with various edges.
  • Try firebase

  • nw.exe is your program executable when exporting with nw.js. how are you packing your install? Nwjs should be self contained.

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  • It should work. Check your sprite and make sure its solid? A capx file would help to troubleshoot.

  • Use a group for your jumping controls. When dead, disable that group with event action.

  • Align which window to what?

  • So main problem is loading time between layouts?

    https://www.scirra.com/tutorials/328/us ... onstruct-2

    I think you can use load image from URL to make custom progress.

    So instead of having all the images already placed in the next layout, use placeholder spirits so the layout loads and starts quickly, then load in images with events so you can provide feedback as they load.

    You can use a variable to add to after each image gets loaded.

  • Here are some resources for you -

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    https://www.scirra.com/blog/112/remembe ... our-memory

    This isn't a simple answer about what is best - you really have to work in your design limitations and goals.

    700x700 will take up that much image memory regardless of resizing. Maybe you don't have that many walls and memory is not an issue for you. Are you downsizing all your walls in the game anyway? If so then the extra resolution is wasted (Might even look worse!).

    One suggestion that almost always helps is to keep the size your images in power of 2s.

    Generally speaking, use smaller images and upsize in the engine, but there is a quality tradeoff to consider.

    Otherwise, it would be ideal to have the image size exactly the size you need to display based on the resolution you are designing for.

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oosyrag

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