mayhamurasaki's Forum Posts

  • The option to lock a room exists if it has a maximum number of peers connected, but there is no action that does something like that.

    Also, I didn't find an action that would allow me to change the maximum number of peers after creating the room.

    Is there any way I can do this without a player connecting to it, receiving data, and only then getting kicked?

  • GamerDude96 Thank you! Too bad you couldn't make a review, this helps a lot XD

    I'm happy you liked the game!

  • Aww, very nice looking and cute game. I love the look of it and gameplay wise, it looks fun. Graphics and designs are nice in the game and it looks challenging as well. I would love to give this a shot

    Thank you! Any feedback are welcome if you come to test :)

  • Hey guys! My Steam game launched today!

    Please leave a review if you like it, that this is VERY important for us gamedev!

    store.steampowered.com/app/1389120/Dojoran

    I'm also open to suggestions ❤ Thank you!

    Subscribe to Construct videos now

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  • Platform behavior have an event to check "Is by wall", so you can just set the fall speed to 0.

    But I'm pretty sure this works same as overllaping.

    Anyway, I've solved with other simple solutions mentioned

  • Thank you Jase00 !

    I limited the FPS to 25.

    But on second thought, I think it would hardly matter if I put a minimum FPS limit of 50 for example.

    If the game was fixed and ran normally when placing Fullframes, it means that computers could run much more FPS than they showed. Something specific about each browser limited the game's performance.

    This may have to do with WEBGL or any feature that browsers use to run, or improve the performance of the browser. Probably placing a minimum FPS limit on all games should make the browser obligatorily transmit the use of performance to the game, rather than slowing it down (except on extremely bad computers).

    After all, what made me confused, is that the game is simple enough to run on almost any computer at 60 FPS.

  • So what solution do you use for Platform Behavior? All programing by "X+10*dt"? I almost sure the platform behavior works the same way...

    What I did on my project, and soon I find out if it worked, is not to let the character simulate the movement to the side of the wall for a short time after the wall jump.

    Theoretically, I didn't need to, because there is a wall on his side anyway, and he shouldn't go through.

    But at the same time, if it happened on average computers, I sometimes imagine with the computer practically locked.

    I have seen a lot of talk about different fall speed on 144hz monitors, and now I see that this is due to the Framerate Mode V-Sync. Perhaps this mode is no longer the best option today.

    At the same time, more complex games may not be well accepted by Fullframe.

    I had already set a limit of 60FPS by the command line "--limit-fps=60"

    How do I limit the minimum?

  • Jase00 You are completely correct.

    I was making some changes to the code today, and everything indicates that it has to do with dropping frames along with platform behavior and overlapping events.

    Since Framerate Mode Fullframes requires the computer to process all frames, this ended up solving the problem. But I don't know how much it can affect performance.

    It is also difficult to test, as I depend on something working very poorly, such as low FPS monitor, video card or even processing. This explains why there were changes according to the browser.

    Btw, Framerate Mode explains, but I did not understand the function of the Use worker.

    I never thought I could have done that kind of movement with LOS. Is the raycast made in proportion to the character to detect walls?

  • Hello Ashley

    I had two more feedbacks from people with the same bug. The way they play is clear, they force the character on the wall during a walljump.

    Even so, I couldn't represent on any of my 3 computers with different performances (a good one, a medium one and a terrible one).

    After MANY tests with one of the people who had the problem, this started to happen only through FireFox. As you said that the browser would theoretically have no difference, I made some more adjustments to the advanced engine settings.

    Apparently, the only setting that "fixed" the problem, was to change the "Use worker" option to "No", and "Framerate mode" to "Unlimited".

    I tried the separate settings and were unsuccessful.

    What can that mean? That the computer is skipping collision frames?

    The character clearly teleports from one side of the wall to the other. It appears that the program tests the player's collision only when it is already inside the solid object.

    I am not accusing a bug in Construct, but trying to understand what may be happening, or where.

  • xahdy My Steam Cloud it's not working yet, I found some miss configuration on Steamworks today, probably it's working now, but I haven't test on other PC (I looked on Steam game and now there's files uploaded).

    Can you show how you configured?

  • I think it's confirmed. NWjs is saving to the IndexedDB folder. Testing by deleting this only folder in middle of another files.

    I also found this topic that teaches how to make a "copy" of the save in a custom location, but using the default "Save State", not Local Storage.

    construct.net/en/tutorials/save-load-game-specific-1054

    Anyway, it is likely that I can do it in a similar way if necessary, or just save the "array save content" in a file with NW.js plugin.

    Thanks Mikal for your suggestions, I'll probably work on this way and test your plugin on future :)

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  • No problem about "determined hackers", but I don't know how to do this encryption anyway. It's a good idea for a future game, if I can learn that.

    I've been studying about Local Storage, and looks it's works different for each browser (a different local save local for each one). But on NWjs it's a general path. I couldn't locate this yet :(

    In "IndexedDB" folder are located some files related, but idk if this was make by NW.js or just the browser preview...

  • That way the save will be a just text file?

    It's the same manner I get a .json file, read, and put this data on a dictionary, but inverse way?

    It's an idea.

    But I think it would cost me a lot of time to make the change, and it would be extremely simple to manipulate a text file with exposed variables.

    I'm using Construct 3, so I believe that if I keep Chromium Exporting in the same version, I don't risk the saving folder change. But I don't know how NWjs is going to work exactly on C3.

    Your plugin has interesting functions. What cloud does he use? I can use it in a mobile game

  • No, the game is loading the save file on "Default" folder, on this patch. I have tested by oppening on Steam in two computers.

    But the Deafult folder has too many files in it, probably not all related of Save Data.

  • Hello!

    How do I manage the Steam Cloud, using Local Storage on my game? (to be more specific, where's the save data path of C3 Local Storage?)

    I thought that the local storage stored the data in the following path:

    %USERPROFILE%/AppData/Local/MY GAME/User Data/Default/Local Storage

    Resulting on Steamworks:

    Root: WinAppData

    Subfolder: MY GAME/User Data/Default

    Default: *

    But I did some tests with a Pen Drive, and the save is only recovered after passing the entire Default folder.

    Is there a specific folder inside it, which stores only the Save Data, so that I don't pass useless files?

    Thanks!

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