619_RM's Forum Posts

  • Check out this Its a collection of amazing resources you ever need while creating games with C3 (Created by RafaelTrigo)

  • As usual, there are probably lots of ways to do it. It depends on how your game works, how long a typical run takes, how many enemies there are, do they exist for the whole run, do they spawn at the same point or do they randomly spawn, do they shoot at you, do you shoot at them, etc.

    ROJOhound's method records the Player's X, Y, Animation, Frame, and width every tick. If there isn't randomness to the game you could instead save the player's input and then have everything respond to the input in the same way to recreate what happened. There is also the Game Recorder object that can record a video of the canvas. I think that was meant to allow you to download the video, but it might be a way to play back exactly what happened without having to save all the things that move separately.

    The more that happens in your game, the more you have to save - and the more memory required to do that.

    One of my favorite games is Jetpack Joyride. At the end of a run they show you a snapshot from the run. Showing an instant replay is a lot trickier...

    Thanks for the detailed answer, much appreciated. I'll explore it and will share my experience.

  • you could easily record the entire run, and only replay the last few seconds, or let the player decide how much to replay... you could also make a system to save the recording so that they can show other people, etc.

    Saving the recording sounds damn interesting, I will try to implement it for sure, Just wondering what would be the best way to do this, do we need to Record everything to a different ARRAY simultaneously?

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  • Thanks, AllanR, for the response. Now I got it. :)

  • Can we control this

    option at run time? I mean I want to control this option in the event sheet? I saw people asking for the same for years any reason why we did not see this option available in C3 yet.

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  • Hi, AllanR, One question regarding the recordings, I have integrated the recording logic to an enemy, and it works perfectly (not slow-mo), but when I have multiple instances of the same enemy the reply shows only for one instance of the enemy, Can it possible to track the movements of all instances of the same object using the same logic (maybe using "each" loop or something) or it is not possible we must need a separate array for each object or separate row/column for each instance?

  • This, "Save as project folder".

  • It's only available with a folder project saved in Chrome.

  • Right-click to the script folder and click "Reload all from folder", or Use F9 to reload all files in the Scripts folder.

  • Hi, AllanR.

    If it only records what we put on "RecordLength" here in this case 180 (For 3 sec) once 3 sec passed it will not record. In my setup when the user completes his task, I want to show the recoding automatically before the GAME COMPLETE popup. At the start of the layout, I started the recording to ON, and it automatically finished recording after 3 sec (as per the "redcordLenght Logic"). So the problem is when the user completes the task maybe after 20 sec, there would be no recording to show to the user once I unhide the REPLAY layer.

    It is more confusing than it seems I would say, maybe I not understand it fully yet.

  • Thanks, AllanR,

    I still struggling to make it work in my setup, Initially, it works but after some time the reply sprite completely vanished. If I make it 1000 (The RecordLength) it stays more time before it has gone. and out of sudden, the SLOMO completely stoped working. lol. I must be doing something wrong. Still trying to fig out. Will come back and share my exp.

    Good Night (Day).

  • here is a sample of ROJOhounds file that plays back at half the speed (although the new player sprite continues to record at the normal rate.

    if you change the slowfactor variable to 3, it would play back at 1/3 the normal rate. This doesn't use dt so it assumes game plays at a steady 60 frames a second...

    https://www.rieperts.com/games/forum/slowmo.c3p

    Thanks, AllanR, that was neat, Working exactly how I wanted.

    One problem with my setup, I need your suggestion.

    On my setup, I created a layer called "ReplayLayer" and invisible it on the start of the layout. when the player completed his task, I turned the "ReplayLayer" to visible and wait for 6 sec and then make it invisible (so the user will view the reply automatically) Why 6Sec? Because this much time it required the Replay to finish. That is how I throw the reply to the user, the 6 sec time bracket was perfect for that setup. But now with the slow-mo setup, the 6-sec bracket become 20+ secs, this is where I need your help? How to record only last 1 or 2 sec so that slow-mo will only last 8 to 10 sec. Or do you have any suggestions to improve my setup?

    Thank you, I'm looking forward to your responce.

  • Thanks, AllanR, for your response. Could you be more specific or can you provide an example or something? I'm not quite familiar with those dt and stuff.

  • I'm trying to implement slow-mo into my replay mode, the replay logic I took from the legend R0J0hound's logic which he posted 8 years ago (Which is so relevant and useful even today).

    My question is If I put a time scale of 0.5 everything becomes slower except the sprite which the replay mode logic is integrated. How do I make it slow-mo?

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  • I request Ashley to please delete the topic posted by a random idiot yesterday if possible ban him. He might be another spammer who got paid by a company who recently got acquired by a Chinese company. ✌