oosyrag's Forum Posts

  • I was thinking create, save, then destroy in the same tick, so you wouldn't see it at all normally, but it would be included in the saved state. Haven't tried anything like this myself, but from your description it sounds like loading is not synchronous so the loaded state may be visible for a tick before the following actions (create object) are rendered.

  • What do you need it for? A circular hitbox can effectively just be a simple distance comparison from a point.

  • Create the tilemap when saving instead.

  • Yes, with the multiplayer plugin.

    Alternatively you could just stream your phone directly to the TV with something like a Chromecast, that could be more straightforward.

  • Function or not doesn't matter. You're using a for loop, which will complete in one tick.

    You can try to set timers to spawn bullets on timer trigger with durations based on loopindex.

  • If you want anything done over time, you generally want to use the timer behavior.

    You could also use the wait action, but it is commonly misused and causes more problems, so I don't recommend it.

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  • Set text to array.at(x) where x is the index where the of the sprite name was stored.

  • You can get the public facing ip of a client by using JavaScript to query an online API that can return the IP address.

    You cannot get the Mac address of the networking hardware. It is a security/privacy limitation.

  • If the instance variable is synced properly, I believe you should be able to set it on created.

    If not, simply start with the object invisible by default, and make it visible and set the skin when the instance variable is updated/synced.

  • Sync an instance variable on the player object(s) that identify the skin they are using. Have each client set the proper animations/skin based on the instance variable.

  • Do you have low and high resolution versions of the same texture in your tilemap image?

  • value=max(0,(circleradius-distance(blue.x,blue.y,red.x,red.y))/circlradius*100)

  • Wait first thing when you say multiplayer, are you talking about an online multiplayer game using the multiplayer object or a local multiplayer game? Synced objects may have issues with pin if the host and peer do not agree on where the object should be. However, labels and such generally have no need to be synced at all, just displayed and updated locally on each peer, which should be smooth.

    It's difficult to help with limited information without actually seeing the project or your problem.

    Pixel rounding is a project property. Try turning it off if it's on.

  • Do the player objects shake? Are you name tags synced? Is pixel rounding enabled?

  • If your line sprite is thick, make sure the origin point is on the left center edge, and the rest of the sprite points to the right.

    Note that this type of drawing doesn't work particularly well with thick lines on general.

    Also that tutorial was made for Construct 2. In Construct 3, there is an actual drawing canvas object that is more suitable for drawing things.