WackyToaster's Recent Forum Activity

  • Heh, absolutely true! Rope style pin could work really well for the most part and requires the least amount of work.

  • Hmm so the simple answer would be using lerp(self.x, player.x, 0.05) and the same for y. That works well mostly for a floating sidekick but not so much for a grounded one.

    I think one way would be to constantly write the players coordinates and animation into an array (perhaps at 0.1 sec interval if you need to conserve performance) and have the sidekick set animation / move to said coordinates with a delay.

    You could also make something like an AI or simulate the controls with the platform behavior at a delay but that opens up some extra issues that you'll need to solve (like what if the AI jumps into a pit, what if it gets stuck,...)

  • I implemented firestore with javascript before, not sure if a plugin for that exists.

    wackytoaster.at/parachute/firebaseWithJavascript.c3p

    And here's a google sheets tutorial

    construct.net/en/tutorials/sending-data-construct-23-1447

  • A leaderboard is for leaderboards so I doubt it. Try firebase/AJAX/iirc there is also a google docs implementation or something like that.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • He probably did that newt. I tried it and it doesn't work because construct doesn't keep the folder structure on export. All project files will end up in the root regardless. That's why I said to export the project and copy the games into the exported project by hand.

    Maybe that's something for a suggestion, but in the meantime...

  • Hmm not sure if you could download or cache it, but I´d say the solution is what I wrote here:

    I think it´s also possible to add them (as a regular html export) later. So you could export your app with the iframe pointing at e.g. glokar/index.html and just copy&paste the glokar project into the exported folder. I didn´t test that though.

    As I mentioned I didn´t test it but it probably works.

  • 1) Is it possible to publish a game made in C3 on STEAM?

    Yes

    2) To publish on STEAM I need to use NWJS?

    Yes (BUT I have seen an electron version floating around, not sure about the differences)

    3) Is the process of publishing on STEAM very painful?

    I don´t know that one, can´t be worse than publishing on mobile. Keep in mind that there is a one time fee too (100$ iirc)

    4) Should all files generated with NWJS be placed in a single executable file?

    Not that I´m aware of.

  • I bet there´s like 17 different ways of doing that... but AllanRs one looks really cool!

  • Construct does run at the monitor refresh rate, so it defenitely has an impact.

  • Well that´s just terrible from Googles side... Though it doesn´t fully explain why I have lag with Chrome but no (or significantly less) lag with Samsung internet. Any clue why that may be?

    I´m kinda glad my games timing isn´t based on sound though...

    EDIT: Oh wait, I´m still on Android 7.1.1 so maybe it´s that.

  • I made a test that might show the problem pretty well (make sure you only tap once). The measurements are usually not considered accurate though so take it with a grain of salt.

    wackytoaster.at/parachute/audioLag.c3p

    For explanation, this takes three timing measurements:

    Once the tap is registered, once the audio starts playing and once the audio stops playing.

    And then shows timings based on:

    Duration between registering tap and playing audio, duration from audio start to audio stop and discrepancy between the measured audio duration and the actual audio duration.

    On the Samsung Browser: No audio lag, low duration from tap to audio playing, discrepancy is in the low ms range, 10ms at most or even in the negative. I´d say an expected range.

    On Chrome: Audio lag, low duration from tap to audio playing, discrepancy is often arund 50-60ms.

    As it seems the tap is indeed registered asap, but the audio lags behind? However, 50ms isn´t all that much (3-4 frames) so considering how long the lag is... I dunno if it´s that or only that. Another thing is that the discrepancy sometimes even shows high negative values (-40ms) but there is still a very noticeable lag.

  • What I meant is that you just export the project as html, then import the files into your project files and display the game from there. Obviously you´ll need a list of your games of some sort and a way to switch between them by simply changing the URL of the iframe.

    I noticed that the projects won´t load properly if you import them (because the folder structure isn´t kept on export), unless you exported them as "playable ad" since that only creates a single file. There are some potential issues with this though (it shows a warning about them when you export) But check this out:

    wackytoaster.at/parachute/iframeGames.c3p

    I think it´s also possible to add them (as a regular html export) later. So you could export your app with the iframe pointing at e.g. glokar/index.html and just copy&paste the glokar project into the exported folder. I didn´t test that though.

    And as a third option, since you have them individually uploaded on a website already, you can just load them into the iframe from there. It may require some server settings (CORS) to allow the content to be displayed in an iframe.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs