oosyrag's Forum Posts

  • It system itself can be done. The real question is, do you need to?

    If you want to make a desktop game that takes advantage of local files for storage, do it properly and make a desktop game with nw.js. If you're making a web game, use localstorage or other online based database.

    Either way, is your game actually running into memory limitations? In a 2d engine like Construct, you're more likely to run into texture memory bottlenecks before system memory, and chunk based loading isn't going to help you very much with that.

    Also note that if you have a proper procedural generation design, you don't save entire chunks of data to storage, you only save changes and differences. Those are very small and normally can be kept in memory all the time, only writing to storage when saving. And then as mentioned above you'll want to write it to the proper storage media for your platform.

    If you've got a river to cross, try a boat first, no need to learn how to build a railroad bridge and a train first just because someone else did. Systems like chunk based dynamic loading are often designed to solve specific problems, problems that you may or may not have in the first place. Basically I'd say the better approach is to build your game first, and then apply solutions to solve the problems you're actually having. For example, if you had your procedural generation system in place already, you'll gain a much better understanding of what exactly you'll need to save and load, and how to best go about it, if you need to at all.

  • I would not hold my breath on anything official. When working on multiplayer projects, I often made my own debugging text/textbox for whatever I needed to see or figure out.

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  • You don't have a tilemap or mouse object added in the file you linked...

    I was able to use the snap expressions for the tilemap object fine after adding them.

  • Copying and pasting events between projects can be tricky. Usually better off just recreating them.

  • Is your tilemap named tilemap1 in your new project?

  • Are you using the correct disconnect action? There are two. IIRC you can disconnect from the signalling room/server without disconnecting from the host-peer connection, which may result in certain signalling triggers not working as expected.

  • + Keyboard: On Space pressed

    -> Sprite: Set visibility Toggle

  • The most recent, highest profile console release I am aware of is Cyber Shadow, done by Chowden.

  • Chowdren is the other one that comes to mind.

    I'm going to hazard a guess that either will be out of your budget, besides requiring the source project. It would be more reasonable to explore publishing to platforms that support html5, like desktop and web, which will be both significantly cheaper and not require source project files, not to mention self publishing is entirely within the means of a novice with a completed project.

  • Hello, you could pass a gameplay clip from your game. It must be incredible

    Check his past posts, he included videos in literally every post he's made prior to this one, and on his old account too I recall. It had been kinda spammy early last year. The youtube channel is still there.

    Regarding sharing source code:

    For help to fix an issue: No. Helpers don't want to dig through your entire project to help you solve a problem in the first place, better to isolate the issue in a minimal project. By doing so you have a high likelihood of solving the problem yourself as well.

    For publishing a game: No, a publisher should not need your source code to publish your game.

    For porting your game to other platforms: Yes, the source code probably makes their job much easier and as a result cheaper for you as well. I wouldn't be too worried about them stealing your game - if their business is porting games, that sounds significantly more profitable than stealing source code and trying to pawn it off or sell it as their own, considering 99% of games are not successful and even less are blockbusters, while one instance of stolen source code would destroy their reputation. Taking into account you're paying them money to do so and a contract involved, they would absolutely be ruined if it was found that your source code for a game you paid them to port had been leaked. Not to mention you'd probably be richer by suing them than by any profits your game might have made. A publisher or porter would not likely risk their reputation and entire business on something like that.

    If you want someone to port your game by recreating it from scratch, well it probably could be done, and most likely in significantly less time than you spent on the original code, but it would be expensive. But by then they would have written the code from scratch and they would have their own "source code" for your game by then anyway so what is the point. This is unlikely in any event, since the porting company would probably simply just not take your job if you don't want to provide your code, they have other work to do anyway.

  • You could use the load from URL action directly to 'stream' the relevant content.

    Otherwise you could use the browser download action or nwjs to write to content to the users local disk to retrieve later.

  • Try using lerp on an intermediate 'angle modifier' variable and add the modifier to the angle, or another behavior that handles angles better like sine or tween.

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

    Lock orientation action via the browser object.

  • Combining all the data together into a single message is an excellent solution as well, I should have mentioned that.

    You normally wouldn't have to worry about overwriting of messages especially if you use reliable ordered. Messages will be received in the order that they are sent, and you should simply have triggers to handle them immediately when they are received.

    There may be an issue with your functions and parameters. I'm also not understanding what you're trying to do with the browser alert.