oosyrag's Forum Posts

  • I was addressing

    The problem is, once the server disconnects randomly, another peer becomes the host I believe. So when I try to reconnect to that room as the host it can't.

    Peers don't automatically become hosts in an existing rooms if the host disconnects, unless you have them do so.

    There are a million possible reasons you could lose connection over long periods of time, and not all of them are under your control. Best way to proceed is to plan how to manage if and when it does happen.

    Since you also mentioned you did some testing with different browsers, if it's consistently reproducible, submit a bug report. And use the workaround you've discovered in the meantime, if you suspect that it will make a difference.

  • The platform behavior also has vector x and y available and adjustable for momentum purposes, along with moving angle and angle of gravity.

    You can recreate it with physics behavior, it's just going to be a lot more work and you'll probably find less help with it in since it's not common. Good luck though.

  • If you want to use physics for movement, use it exclusively.

    Solid platforms would be set to immovable. You'll need to recreate all the other features of the platformer behavior yourself.

    That said, there's nothing about portals that should need the physics behavior, given that portals are by nature NOT following physics rules, and the physics behavior is doing it's best to simulate real physics. Your decision to rely on physics is probably based on a flawed assumption to begin with.

  • I don't think so actually, Diego did say "when you draw a tile", so if your tilemap is empty (no tiles drawn/added) presumably all those empty tiles (note that tile 0 is not "empty") by default wouldn't need to be considered or have an overhead.

    Regardless, as you mentioned, it wouldn't have much of a memory impact even if it did, relative to image/sprite data.

  • My understanding is that your entire tilemap bitmap is loaded and stored in memory, if it is on the layout, regardless if the tiles are used or not. Rendering wise if they're invisible, you're not drawing them, and thus should take no additional resources. If it drawn, you'll have your usual fill rate considerations (which normally wouldn't need to be considered at all, unless you're putting layers of layers of stuff with force own texture stacked on top of each other within a single viewport for some reason). Similarly, tiles outside the viewport should not be drawn as well for obvious reasons.

  • A variable works. Check your variable is a value and not a string?

  • If it's reproduceable, it's probably worth a bug report.

    Try saving a copy, delete everything in the project besides the array object and array file, then save the minimal project. Delete the rows as before and try to save again and see if it is still unable to save.

  • I'm not seeing any skipped columns, and the horizontal mismatch there looks too significant to just be a skipped or rounded pixel or two.

    What's the original texture look like? Is that a tiled background? A minimal example project would be useful to diagnose your issue in this situation.

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/audio

    Is tag playing

    True if any audio with a given tag is currently playing.

  • What did this editing of the json array file involve? In C3? What happens when you try to save?

  • That would be reasonable. You can add the 'is on screen' condition to enable bounce only after they enter the viewport.

    Or you can use the 'On collision' condition with the 'bounce off object' action along with the 'is on screen' condition as above, instead of just enabling bounce forever.

  • There are many CSS resources on the web, but CSS is generally outside the scope of these forums. Here's an example though -

    dropbox.com/scl/fi/5kq0dcbq8n6ggdizckkq4/strokeexample.c3p

    ref: css-tricks.com/adding-stroke-to-web-text

  • Depends on how you're having them move in the first place.

    Try using the bounce off solids property of the bullet behavior, and pin invisible helper sprites with the solid behavior to the viewport edges.

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  • Your next best option is to use css styling (text-shadow or -webkit-text-stroke) on a text input object. You can disable the input box and style as desired.

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