Pandy's Recent Forum Activity

  • Hello,

    I was wondering if there's a plugin or any method to give spritefont's their own animation frames.You could have multiple styles for a spritefont and just switch between them with the events altering the animation frame. Is it possible?.

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  • Is there an option to create a spritefont with 9patch type scaling ability. I have a couple of spritefonts that have to scale to different sizes in different scenarios. When they are small they look too sharp and you see the hard edges and when they are bigger, they look dull and blurred .Other words they don't look good unless they remain at a scale of 1. I think i remember seeing a similar topic before but i can't seem to find any.

  • troublesum

    Oh wow thanks, you really know your multiplayer. I'll check out the capx and i'll try to get the habit of using functions. Expect the odd pms from me now if i get stuck in anything. If you don't mind that is.

    Thanks again.

  • troublesum

    Thanks a bunch, your capx helped a lot in understanding multiplayer. I was able to get my capx to work.

    I have a few questions if you don't mind.

    Imagine the same capx example as yours, but with synced spritefonts, so we can delte the sprite font on peer's side and when the spritefonts are created on hosts side , they automatically appear on peer's side.

    Now say the spritefonts have variables(which are also synced) and the text of the spritefont's are set to whatever the variables are. So if the spritefont's variable was "ABC" , the spritefont's text is "ABC".

    So now on peers side i put an event where similar to yours it sends the text box text as a multiplayer meesage, now on host's side i put an event to set the spritefont's variable to multiplayer.message that was received. Now this will update the spritefont's variable which will in turn updates the spritfont's text which in turn will update it for the peer as well.

    Now this method had the drawback of lag on the message appearing on the peers side, but do you think it reduces the number of events necessary. Tbh when i saw your capx i was so confused at first and took time to understand why so many events were needed.

    Thanks again for your help.

  • Hey all,

    I'll admit multiplayer is really confusing for me atm. I've got the concepts down but having problem implementing it. Thought if some of you can help in this silly thing i've been stuck at.

    Say there are 2 sprite fonts(Lets name them SFHost and SFPeer)to be on screen,one for each player(host and peer) .to create them I synced both sprite fonts with position, so now when they are created on hosts side ,it's automatically created on the peers side.Easy

    Now i needed whatever host types to come up on SFhost and whatever peer types to come up on SFPeer. How would you go about this?. I only am able to do this successfully when the host types and not when the peer types.

    I went about giving the SpriteFonts a variable which is also synced, so when for eg. if 'A' is pressed the spritefont's variable becomes 'A 'and an event to set Sprite font's text to it's variable successfully changes the Sprite font's text. This is successfully shown on host and peer's side but when i type as peer, nothing happens.

    In other words, i don't know how to implement the client input value tag or on client update actions for this case. I have not set any peer.ids or host.ids , i just synced positions and variables and i have read all the multiplayer tuts.

    Anyone got any clue?.

  • Hey all,

    Was wondering,Say if you have a game that's not really cpu intensive and would run at 60fps in any exporter, would you go for crosswalk or cocoonjs. Knowing their limitations which one would you go for?.

    Cocoonjs has limitations such as not supporting fb, twitter plugins and text boxes. Does crosswalk support them? and also can crosswalk do admob/mopub ads?. In terms of Ads and IAP which one would be the better option?

  • Ashley

    Thanks for taking notice Ashley.

    But i have not encountered such a drop in performance in debug before, as i said i previewed an already completed project when this problem came up and i was getting a performance hit that never occurred before.

    Here. http://i.imgur.com/jZgIjtA.png & http://i.imgur.com/ys1niPd.jpg

    Did a new blank project with just 1 text object to show the fps. 1st is in inspect mode as you can see, and the 2nd immediately after switching to profile mode.

    I don't know if others have had this issue, maybe you can check with others on your team and see.

    Thanks.

  • C2 R170

    I started a new project and placed a few text objects and added a few events, and previewed in debug (inspect mode), and for some reason it showed that i was using 20-25% cpu and getting 55 fps,just for a couple of text objects and events that just change it's number. I switched to the profile option and the cpu usage went back down to 0-1% 60 fps.

    I opened another project that i had done and finished with. I always got about 11-15% cpu usage 60 fps on this project. I opened in debug(inspect), and the same issue , this time 25-30% cpu 45-50fps (as the game was a complete project with more sprites physics), and the game was slow which it wasn't before. But when i switched to the profile option, the game went back to normal, as how it was prior and the game ran smoothly again.Switched back to Inspect option and the issue occurs again.

    NOTE: In normal preview the game seems to run fine.

    This is really weird as the options in the debug menu is affecting the performance. Anyone else experiencing this?.

  • Say there 100 copies of an apple and 1 orange on screen and the apples and the orange are continuously moving in random directions. Say i only want to pick the apple that is 5 pixels to the right of the orange at any given instant. How do i go about doing this?.

    And also i want to set a global variable to 1 whenever an apple is 5 pixels to the right of orange and then back to zero when no apple is 5 pixels to the right of orange.

    I seem to either not be able to pick an apple or when i do pick an apple and set variable to 1,i'm unable to reset the variable back to zero.

  • Colludium

    Not exactly a 'how do i'.. I was thinking of something in the lines of a 'Here's a neat trick i found' or 'I encountered this bug and solved it by doing so and so..' , Obviously the forum section wouldn't be named as such but that's what i intended to mean. My first post is actually very vague now that i look back at it.

    Like a wiki as you mentioned. Just a place where users can post tips/tricks/bugs and their quick fixes. Unfixable bugs would obviously go to the Bugs section. Not a place to ask but rather a place to explore themselves.

    In my case i found a problem where , when pinning two sprites with revolution joints (Physics behavior) , the sprites might be in the desired position relative to each other, as set in C2 and when previewed on a desktop, but when previewed on phone via cocoonjs app, the sprites get offset my some amount no matter what, even if you put conditions to set their position. Then i found that the sprite's position of it's collision polygons was the culprit and by trial and error and modifying the collision points i was able to get it to be in the desired position as it was when previewed on the browser.

    Now i found that bug and solved it myself but i didn't think of posting it anywhere, then i thought what if others found and solved other quirky bugs or have some shortcuts which they use for certain types of games, we are all a bit selfish/lazy.

    But as you said it will be a load on the mods and i'm not even gonna pretend to know how to run a site, but i thought it might be a useful section.

  • A0Nasser

    The bug report system can use improving but what i actually i wanted to suggest it as a place where users post minor bugs which they have already encountered and solved. Game breaking bugs like what you had encountered will have to go to the bug section of the forum.

    For example in one of my projects i had a ball with physics behavior, i made the ball fly into the screen by giving it a force of X which resulted in the ball having speed Y.

    By previewing on my Chrome browser, i calibrated the force X to get the desired speed Y . But then when i previewed over lan on the cocoonjs app on android the ball's speed Y was too fast for the applied force X, it wasn't the same as when on the chrome browser, so i had to make an event where i had to limit the speed to Y if it exceeded Y.

    It was a quick fix on my part. Some users could read what i had found and then keep it in my mind for their future projects.

    Aphrodite

    Sorry but i don't get what you mean. Hacks?. I meant to say it is a place where users post minor bugs that they found and solved, guess i didn't mention it properly.

  • Hey all,

    I was wondering if it is possible to have such a forum segment.

    We all make different projects using different plugins, behavior, exporter combinations and sometimes we find some small bugs(Edit: that we have found and solved) or maybe shortcuts with those combinations. Honestly some of us might be busy with a project and writing a bug report and uploading a capx or writing a tutorial might seem too time consuming to bother doing.

    Maybe in such a section, these users could just make a post saying i was using X and Y for this event and found this or if you are using X and Y for this event use Z instead.

    It would be quick and maybe we can also tag posts with legit or debunked or undecided with some other users feedback.

    Obviously this would only work for small, quick to replicate conditions. What do you guys think?

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Pandy

Member since 1 Mar, 2014

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