oosyrag's Forum Posts

  • Iirc browser elements like iframes and form elements are always rendered on top of the game canvas. I'm not sure if there is any way around this.

  • The boxes in the example that are 80x80 with a z height of 14 look pretty cubeish to me.

    That should stay consistent regardless of the view I believe.

  • Event 38 describes the leftward "drawing" motion, the amount moved per frame increases by 10 pixels every frame (self.recoil+10).

    Event 37 describes the reset motion, which moves it dt*6% (roughly 10% every frame at 60 fps) from the current position back towards 0 every tick.

    To have it "spring forward" you'll want the speed at which it resets to be faster than the speed at which it gets drawn back. However, since both events are running while your trigger is down and both forward and backwards movement are based on the same variable, if the reset speed is faster than the drawing speed it will just never move. You'll also want both movements described the same way either with dt or without (framerate dependant or independant), not both.

    Try something like this instead:

    + System: Every tick
    -> Shield: Move Self.Recoil pixels at angle Self.Angle+180
    
    + Player: ToolID = 1
    ----+ Gamepad: Gamepad 0 Right shoulder trigger is down
    -----> Shield: Set Recoil to lerp(Self.Recoil, 32, dt×6)
    
    ----+ System: Else
    -----> Shield: Set Recoil to lerp(Self.Recoil, 0, dt×30)
    

    Although IMO the concept of recoil isn't particularly suitable for the drawing of a bow, and using lerp for really fast motions with dt like this can possibly cause issues later in low framerate situations.

  • I saw window.onbeforeunload referenced in a few places when searching for close confirmation in JavaScript. Don't know if it will work with nwjs or not.

    stackoverflow.com/questions/1565304/jquery-prevent-window-closing

  • If the speech synthesis doesn't read numbers properly, you'll just need to parse your number into a string the way you want it to be read.

    For example, you'll want to change/replace "-2934.234" with "negative 2934 point 2 3 4", and apply speech synthesis on the new "readable" string.

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  • Steam Deck will be running SteamOS, which is Linux based. So Linux nw.JS builds will already work and are supported.

    Edit: Windows builds should also work fine via Proton, which is also supported.

  • Your peer group events do not assign the peer object a peerID.

    So event 21 never runs, because there are no peers that have PeerID=Multiplayer.MyID.

  • I imagine you can. The Bluetooth plugin looks like it allows you to establish Bluetooth connectivity and send binary data, which should be all you need. How to implement is beyond me though.

  • You're setting the same bit of Peer.Touch to 1 regardless of if you are in touch or not in touch.

  • You can add the line of sight behavior to your player sprite object or the shadow light object. Use it to check if one has line of sight to the other. If it does then it isn't in a shadow.

  • Place the sprites that are causing the slowdown on your welcome layout. If they are used in both the current layout and next layout, they won't be unloaded and reloaded into memory.

    The slowdown will occur before the welcome layout instead, or a loader layout if you like.

  • Put the shadows above the object and use a blend mode.

    Edit: Misread your question. You can also use line of sight from your light source coordinates to determine if your object is in a shadow or not.

  • A single large image is not an issue, especially for a loading screen, since it wouldn't need to be kept in memory after that anyway.

  • How do you know how much VRAM Brawlstars is using? And how do you know that the loading screen image is originally 4k and not simply scaled?

    Also as Newt mentioned, Brawlstars is a 3D game. Objects are drawn at runtime, and not loaded from an image. From what I can see, many objects are simply colored in, which doesn't require a texture image at all.