oosyrag's Forum Posts

  • Likely your peerids are not being properly assigned to each object. Will take a look at your capx when I get a chance.

  • I don't think you can. It would be off for the whole project and then you request full screen on leaving the logo layout via the browser object. I also don't think you can go without a l full screen mode for mobile exports so that's not really a solution anyway.

    You can try filing a bug report - logo images not behaving as expected on splash screen. If you follow the guidelines, it's probably the fastest most straightforward way to get a response from the devs. Even if it isn't a bug or something they can't change, at least they tell you why and might offer an alternate solution.

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  • You'll want something to keep track of the "state" of an object, in this case how many times an object has been clicked. This is usually done in an instance variable. Every time it is clicked or activated, increment the variable.

    On object clicked, set object.clickedcount to object.clickedcount+1

    If object.clicked count > lastoption, set object.clickedcount to 0

    You'll then refer to this variable when deciding what action to take, or you can pass it to a function as a parameter as lionz suggested.

    An advanced trick is to use a conditional expression to loop a counter and reset it to 0, which results in the same as above but within a single event.

    On object clicked, set object.clickedcount to object.clickedcount+1>lastoption?0:object.clickedcount+1

  • I think the scale rate only affects the system set scale actions, not the scaling from fullscreen scaling mode. So I was thinking just turn fullscreen scaling off completely for the logo page, but then I don't think that works at all on mobile.

  • Isn't that still weird though since the manual entry for storyboard splash icons indicates that the image would be cropped and centered, not scaled? So the image shouldn't change sizes, even if the viewport size/resolution changes. At most it would be shifted a bit.

    Or perhaps it is the "fake" splash screen image that shouldn't be scaled. Have you tried that and see if it matches?

  • If the old posts with broken links are from Dropbox, it is likely those files are still there and the link just needs to be updated, due to a change Dropbox made a few years ago. There is usually a decent chance that they can be updated if you ask the original poster to do so, as many of the people who make examples have been active on these forums for a significant number of years and still are.

  • The official multiplayer tutorials cover how to handle peer inputs from multiple peers in part 4.

    construct.net/en/tutorials/multiplayer-tutorial-real-598

  • Designing for gamepad sounds like something worth getting used to, for the steam deck as well. I always appreciated games that were made for mouse and keyboard but also supported alternate input methods such as touch well, so I could stream to my phone via steam link if I wanted to.

  • Here's another minimal example for how to use permutation tables.

    dropbox.com/s/rq28y5pqhdh143b/Advanced_Random_Permutation_Example.c3p

  • Thanks for explaining the math behind it, I really enjoyed reading it and appreciated the detailed post.

  • In Chrome, you can go to Menu -> Install as App. This will allow you to create a shortcut on your desktop, which will open Construct in Chrome, without a search bar/status bar ect. Basically behaving similarly to an executable desktop version. I'm pretty sure you can try this with the demo version before you pay for a subscription.

    Performance I can't say, I haven't had any performance issues and I'm the type to keep a billion tabs open. My projects are on the smaller side though.

    Edit: For more info support.google.com/chrome_webstore/answer/3060053

  • The browser version is pretty great, what don't you like about it? I find the desktop version has more potential issues, and doubly so if you're going to try to emulate it.

    You can use Construct 3 in the browser made for your system just fine, or you can try to run it in a browser that wasn't made for your system (desktop version is just a standalone version of the chrome browser that only opens Construct and can't be used to browse...)

    The only thing I used the desktop version for was to preview projects that needed read/write capability directly to disk (for something that wasn't a game).

  • Are your tilemap collision boxes set up properly? You can modify the collision polygon for each individual tile in the image editor by double clocking the tile.

  • Revisited this recently and wanted to post an updated example before my subscription expires. Apparently multiplayer.peerid does get updated correctly within an 'on created' trigger on the peer side if the object is created via syncing from the host within an 'on peer message received' event. So there is no need to manually send a message with the peerID string and try to buffer it like I did in my previous example, which was unnecessarily complicated. Here is a minimal example where peers can send a message to spawn an object instead of in the 'on peer connected' trigger, and the PeerIDs are still properly communicated.

    dropbox.com/s/p3vwhjlfs7xlxmx/MP_LateJoin_CharacterSelect_Example.c3p

    It seems like this is the approach that the OP originally tried and had issues with, but it worked fine for me so I'm still unfortunately still not sure what the problem was as he couldn't recreate it either.

  • I was working on a minimal multiplayer example for character selection and communicating peer ID outside of an 'on peer joined' trigger, and I remembered it might be relevant to this thread, since it does work for late joiners as well. Here's the link if you ever wanted to revisit this.

    dropbox.com/s/p3vwhjlfs7xlxmx/MP_LateJoin_CharacterSelect_Example.c3p