gumshoe2029's Recent Forum Activity

  • This seems like an odd question.

    You reduce image sizes, reduce the amount of data stored in structures in RAM, limit the number of loop iterations...

  • First. you need to decide if you want a centralized server or a peer-to-peer system. If you want a centralized server, you have all of the users connect to your server via AJAX, WebSockets, etc. If you decide to use peer-to-peer you can use the Multiplayer plugin which runs through Scirra's signalling server. The signalling server is a temporary connection to serve as a meeting place for game clients to connect directly to one another, so it is not a persistent connection.

    If you choose to do a centralized server, you need to select a language to write your backend programs in. Java, Python, PHP, come to mind and design an application program interface for your server and game clients to communicate by and choose a protocol to communicate with (HTTP, AJAX, WebSockets, etc.).

    Key words to google:

    centralized, peer to peer, api, application program interface, session management, authentication

  • You need to use random() to randomize the answer position. For example, you have an array with answers in it, and you can do Array.push(random(Array.Width), answerId) to place the answer Ids in a random order.

  • I don't really want to download the "GameJolt" plugin, so I cannot open your capx.

    Make sure your layout size is large enough and you have unbounded scrolling active.

    https://www.scirra.com/manual/102/scroll-to

  • So, why doesn't it work?

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  • I would use JSON, like:

    {"cat": ["milk","ball","catnip"], "dog": ["bone","chewy","ball"]}

    unless you need more cross referencing, then maybe a 2-d array would be better. You can still use JSON, just the underlying data structure changes.

  • Yes, it is possible.

  • You are already on the right track, but you need to shrink and limit the angles. Curved lines are simply a combination of a large number of very short straight lines are gradual angles.

    If you have a specific shape in mind, you might be able to model it with specific math equations (like sin x, x^2, e^x, etc), but if you want arbitrary shapes then you will need to fall back on incremental lines.

  • Probably. C2 uses combined Sprite sheets in a single image to do the sprite frames. I have not done this before though, so post an explanation if you get it working.

  • It should, I believe. I've only ever used the full VMWare business suite though.

  • gumshoe2029 .. this is what I was looking for, thanks for the briefing.

    data cache in memory on the server - is it like a memcache or something you are using flat file or sessions on cookies ? I think you have used ajax with MP ?

    The datacache is an in-memory object in Java based on the ConcurrentHashMap that stores TableKeys and Table objects that store the entire database in memory for quick (sub-nanosecond) access.

    I use Redis for session cookies. I store the sessions as JSON strings in the Redis cache using crypographically secure random SHA-512 hashes as keys.

    I do not use the Multiplayer plugin at all, because our game state is 100% determined by the server. Basically, the entire game state is stored in the cache, and the game engines modify the data in the cache and the API engine dips in and grabs specifics for players on AJAX HTTP GET requests. The server ships it to them in JSON, and we use rex_hash to parse and use the data in the C2 client.

    If you are having response problems it is probably a PHP issue, not a Construct2 issue.

    Example: galaxy API call:

    This call is not even gzipped yet, and it completes displaying ~18,500 data entries in 4.33s. The server-side Java processing takes about 100ms.

    Here is the same call using the gzip protocol on the Apache webserver:

    850ms complete from start to finish.

  • Your answers are all in the manual:

    https://www.scirra.com/manual/102/scroll-to

    With special emphasis on bold:

    [quote:3qjw58af]The Scroll To behavior simply centers the view on the object with the behavior. It is a shortcut for the Scroll to object system action. However, it also provides a Shake action to shake the screen, and if multiple objects have the Scroll To behavior, it will center the view in between all of them.

    If you need more advanced scrolling, e.g. limited to certain regions or following the player after a delay, scroll to an invisible object which you control through events.

    To scroll, the size of the layout must be bigger than the size of the window, or the layout's Unbounded scrolling property must be set to Yes. Otherwise there is nowhere to scroll to and scrolling will have no effect.

    Scroll To has no properties, conditions or expressions.

    Like this:

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gumshoe2029

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