Rable's Forum Posts

  • Ok, thanks for the info and suggestion.

  • In the browser object, you have an event "on went offline" and "on went online". Just start a timer when "on went offline" triggers.

  • I would make a bi dimensional array (or 2 arrays, one for X position and one for Y position). Every tick, push front the current X and Y position into the array. If you need to go back 5 seconds in the past, then you'll have 300 (60 tick per second * 5) entries in each array.

    Every tick, delete entries at index > 299 (if you don't need to recall farther than 5 seconds)

    When the ability is used, just load the values at 299 if they exist, or the highest index values if they don't (which means the player didn't played for 5 seconds yet). You probably have to empty the arrays, too.

    If you're unfamiliar with arrays, I strongly recommend reading this : https://www.scirra.com/tutorials/307/ar ... ers/page-1

    Hope it helps! Good luck!

  • Hi everyone,

    I would like to know if it is possible to have multiple collision polygons for a single object. I would like to avoid this :

    As you can see, I started drawing thin lines between elements to separate the different polygons. But it is obviously not very precise as the thin line are still part of one big polygon.

    Another solution would be to have a "perfect" collision polygon, where every pixel is taken into account, and transparent pixels are ignored. But I don't know if this is possible with Construct 2.

    Thanks in advance for any help!

  • Thanks a lot! I actually thought there was a typo, and URI was URL with a low case L... ^^'

    Learned something.

  • Hi everyone,

    I had no trouble taking a screenshot with "take snapshot of canvas" and loading it later in my game, but I'm wondering if this will work (in NW.js) if the user is offline.

    I'm asking this because the manual entry says: "The expression returns a data URI of the image file. This can be loaded in to a Sprite or Tiled Background object via Load image from URL" ( https://www.scirra.com/manual/126/system-expressions )

    In my mind, an URL implies that the user is online, but I may be very wrong.

    Thanks for any help!

  • I would also like to see the EXISTING shortcuts/hotkeys identified next to the function in all drop-down menus.

    I currently use (R) for replace and (C) for add condition all the time. How many existing ones are there that I am unaware of?

    Probably a lot.

    You can find them all listed here : https://www.scirra.com/manual/64/keyboard-shortcuts

  • Thanks for the reply and the idea. I'm myself the composer of the game's music (I'm a music composer before a programmer) and I believe the way the game plays sounds is hard to optimize without changing the gameplay (you probably have to play the game to see what I mean).

    At this point I've already reduced the number of sounds from 210 to 8 and everything works fine using "seek to" action to start playing the big audio files from a certain point.

  • Thanks, I'll take a look!

  • Thanks for the idea. When you say "sound generation", you mean that the sound is generated in the code? If that's the case I'm afraid it will simply ruin the whole game, as I'm using sampled instruments. If I'm misunderstanding something, could you include a link to one of these plugins you're talking about?

    A quick search brought me on this but at this point I don't see how it could help.

  • Kyatric Thanks a lot for demonstrating this! I tried it in my code and it works perfectly! Wow!

    With all the decimals, the chances of the same 2 tags occurring at the same time is about the same as 2 players meeting each other on day one in No Man's Sky.

    Oh wait... Maybe I'll still implement your check.

  • Hi Kyatric and thanks for the reply.

    Yes, I set the preloading of all sounds on start, because it is a music composition game, and there is only one layout. So I'm afraid every sound should be available on start if possible. :-/

    Maybe could I delay the loading of some sounds a couple seconds after the layout appears, loading them manually in the event sheet if that's possible. But overall I need most of them from the very beginning of the game, or the player will just quit, thinking it doesn't work.

    Here is the latest build of the game, if it could help you see what it's all about : http://test.smurf.com/musicgame23/

    As you will probably see, the loading is VERY slow. Most of the time it even fails and should be restarted several times before being able to play (due to the server problem this post is about).

  • Thanks for the advice. I generally use tileset only for... tilesets, but it seems like it could be used for other things as well. I'll look into this as I still have to rework the graphical side of the game. And yes, I'm using both aac/ogg as I need support on ALL browsers. If you don't include AAC, Safari will not be able to play any sound, as stated in the manual.

  • It's a musical game, so 210 of these assets are sounds. I'm currently in the process of regrouping all the small sounds on large audio files (see this post), but I still have a lot of work on this. The rest is a lot of UI elements which are separate objects, so the other changes will be regrouping them as different animations of one object.

    I don't have major problems reducing the number of assets though, but I would like to know if it is necessary to do it or if there is another solution (probably a server trick).

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  • Hi everyone,

    I've been working on a game for the company which employs me ( IMPS ) in the past 3 months. The game is finished and works great, but the IT manager came back to me because we had a server alert because the game has a bit more than 400 assets in it. The third party company holding the server thought it was an attack and put additional security. They told us that 400 requests for a single page is more than can be allowed, so I have been asked to rework the game and reduce the number of assets.

    Before doing so, I would like to ask you guys if someone already has this problem, and if there is something we can do server-wise, without recoding anything, to work around a lengthy process. A solution allowing me to automatically reduce the number of assets (I doubt this ever existed) could also do the trick.

    Thanks a lot!