oosyrag's Forum Posts

  • The overlapping at offset condition may be of use, but only directionally. Using a helper sprite is cleaner in my opinion.

  • Hmmmmm would you be able to paste a 3d viewport onto a 2d layer with a drawing canvas? I am intrigued.

  • It probably does not make a difference.

    If you're not changing the total area of texture/sprite images, it shouldn't matter. They're all loaded into memory anyway.

  • Is "no PDF or doc links" not clear enough?

  • Plugins can definitely be a source of issues.

    Usually you would simply open the backup project file in whatever version you created it in, rather than trying to change the version of the file.

    Also for any sort of production work I definitely recommend working with the latest stable rather than beta. The betas can definitely have problems, and you usually don't absolutely need the latest features.

  • Only possibility left is your web host server settings then.

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  • Like I mentioned, is most likely server side.

    Routers also have the ability to cache requests in some scenarios to save bandwidth, this may happen in a commercial or institutional setting, unlikely for home internet though.

  • I believe your best bet is to have a user togglable setting.

    To work on Windows, Playstation controllers generally use an xinput wrapper, so as far as the system can tell you're using an xbox controller.

    This is true for all commercial games on PC I've seen myself, none were able to detect that I was using a dualshock automatically and default to showing XBOX tooltips.

  • Not particularly familiar with this, but stackoverflow.com/questions/367786/prevent-browser-caching-of-ajax-call-result sounds relevant.

    You may need to include jquery as a javascript library in your project. I'm not familiar enough with javascript or jquery to know if you can do it without the jquery library.

    Although seems to me this should be (to my limited knowledge) a server side setting, on your webserver, to never serve cached files. Or at least for the directory your updated files reside in.

  • That link is pretty great.

  • That's generally a feature specific to your phone or operating system.

    For example, Xiaomi phones are very aggressive in closing apps that are idle for a certain period of time to save system resources.

    You might be able to find options in the power management settings of your device.

  • I vaguely remember being interested in suggesting giving a user the ability to plug in their own easing formula somewhere, but didn't bother after guessing the utilization rate would probably be so low it wouldn't be worth wasting time on. Lerp with a timer are enough for anyone who wants that much control.

  • Updated the example. Looks like the hard edges are due to lack of anti aliasing on the clamp result. I don't know how to fix this directly, but visually speaking it is significantly less noticeable with larger resolutions/shapes, as well as faster motions. On a high dpi display such as most modern mobile devices, it should be negligible.

    I wish there were more parameters in the webgl blur effects. Adding a low radius horizontal and vertical blur to the entire layer could be a possible solution, but the current blur effects don't really allow for fine control.

    The result also does seems to be better with a proper gaussian blur from an image editing program rather than just using the brush from Construct's image editor, but it's pretty hard to see.

    Also generally speaking as far as design goes, these are the types of things users are not likely to notice or care about as long as your gameplay is engaging enough.

    Edit: Also tried adding the coloring via blend modes, but for some reason it doesn't preview in the editor correctly. It works fine in the project preview though. You can try it by changing the blend mode of Layer 1 to 'Destination In' or 'Destination Atop'

  • For the color, you're probably better off using a blend mode on the sprite to show the (opaque) layer's background color rather than add another stacked effect.

    The edges I think is more a matter of resolution, and it will look more smooth/lumpy with a variety of ball sizes. I'll see what I can do about updating the example when I get a chance.

    Also followed the source of the example you posted, it absolutely uses alpha clamping as the base technique - tympanus.net/codrops/2015/03/10/creative-gooey-effects

  • Don't worry about efficiency, just use whatever makes sense to you.

    You can use a container to associate each instance of the chest sprite with it's own array.

    Or you can use a 3d array as calminthenight suggests, which is basically a stack of arrays all in one object. However, this is a little less flexible in that all of them will have to have the same dimensions.