tunepunk's Recent Forum Activity

  • I wanted to have projectiles bounce of solids in isometric view, but everything seems to bounce off in a very weird way. Like shown below. (Green is the observed result which makes sense in a top view, if the obstacle had that shape)

    Is there any way to adjust the bounce of a bullet to behave more natural in isometric view, and is there any formula for that.

    Bullet behaviour has the "bounce of solids setting" which only seem to work in pure 2d scenarios.

    Is there any way to solve this? Been scratching my head a while with this one.

    There doesn't seem to be any way to get the angle of the side of the collision box hit either.

    Any help appreciated.

  • IN case you missed the edit:

    Otherwize you can use the choose instead.

    choose(1,2,3,4,5,6,7,8,9) or how many parameters you want. it will pick a random one of those.

  • I'm not really sure i understood, but you could try something like this.

    if you only want integers returned you can use round, floor, or ceil.

    round(random(1,10)) will give you integers between 1 and 10

    floor(random(1,10)) will give you integers but rounded down. 2.5 will be 2

    ceil(random(1,10)) will give you integers but rounded up 2.5 will be 3

    Was that what you were looking for?

    Otherwize you can use the choose instead.

    choose(1,2,3,4,5,6,7,8,9) or how many parameters you want. it will pick a random one of those.

  • Why don't you put the tilemap for you character on a new layer, then rotate the layer? Maybe that could work?

  • Pretty nice game concept you have there. Played it completely through. I hope you add more levels later!

  • I guess he means that the source of the game code will be freely available. Like sharing the capx?

    If that's the case i doubt it would be any problem, as anyone who want's to edit the game code (capx) needs to have their own license?

  • Hey Sirvoid and tunepunk - quick question for you guys... is this a pretty common latency/lag scenario? I'm only sending X and Y every .3 seconds, and I'm sending it via a token:

    I know it's not TOO bad, but is there any way to tighten it up a bit more? OR in either of your experience, can you still have a great and competitive game session experience with that bit of lag? Or how would I work around it?

    Thanks guys - you guys seem to know a lot about Photon so I figured I'd ask. Sorry to resurrect an old thread like this.

    Hmmmm. For this kind of game i don't think i would send XY, except for adjusting positions.

    If movement speed is constant, you can just send for example on key press: Sending only move, and the direction. For jump, send jump, speed and direction, and when the character stops moving you send stop moving, along with the XY position of the place to stop at, so the position is synced. A little bit of lag you can't really escape, but for this kind of game i would limit messages by just sending, on key down, and key up, basically. No need to send every 0.3 seconds.

    The other clients would simulate exactly what the other player did.

    For bullet's I'm not really using real bullets with collisions. I'm using a raycast approach on fire, and only send the XY position of the origin of the bullet, and the end position of the bullet (an solid object hit), when the other client get's that informatioin, i just move a sprite between those points, and detect collisions simply by distance between bullet player < XX pixels.

    Hope that helps. If you have any other questions you can send me a PM,

  • Yeah it's probably the tint effect. I tried that as well, and it's not a good idea for mobile. Try remove the tint effect and you should be fine.

    Never use webGL effects for mobile. Not even blend modes, as they can also be heavy.

    For mobile i would recommend using sprites of different color. It will use a bit more memory, but you will have much more smooth fps.

    Opacity is not really a problem. If you want something to have different color, the best solution is to tint in the sprites in photoshop or something, and have different set of sprites for the different colors you need.

  • Are you using any or these:

    WebGL effects?

    Particles?

    Text object?

    Those are usually the biggest FPS drainers on Mobile.

    If your CPU is high and FPS is high (Usually it's code optimization problem)

    If your CPU is low/average and FPS is low (Usually graphics problem, particles, WebGL, Blend modes, text object etc)

    IF CPU is high and FPS is low it could be a mix of both or simply too many things going on at the same time.

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  • I think he is trying to reach a point with pathfiding that has moved since he clicked?. (a bullet) So when the character reaches that place he wants to end up at the bullet's current position. Not where he clicked?

  • I think you can use the physics behaviour?

    https://www.scirra.com/manual/98/physics

    Edit:

    Apply force towards position might be what you're looking for.

  • Does spriter characters have any ragdoll mode?

    Can you edit bones within a game? Could you for example create a rock climbing game where you move the limbs of a spriter character individually in game?

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