UberdroidGames's Forum Posts

  • I noticed the same thing... and just turned off input prediction. It worked fine after that. A teenie bit choppy, but very playable for peers.

  • What exactly is "all wrong" about the collision for a mario game? I mean I'm sure you're right I was just wondering. It seems pretty straight forward, but come to think of it I have to use invisible objects behind my jumper to make it be able to go up stairs or ramps properly.

  • There's getbit and setbit which I didn't know about at the time... Those do exactly what I was trying to do and they're already system expressions.

  • After close investigation I found the peer is lagging behind in movement by about a quarter second. I removed the enable predictive input call and now it works fine. It's a teenie bit choppy on the peer but moves ok and the bullets match up just fine. The multiplayer predictive input thingy was making it lag behind.

    Judging from other people's posts on the subject it seems like enable predictive inputs only really works for 8 directional movement or movement that doesn't involve outside forces like gravity or physics.

  • When the peer is moving and shooting bullets, on the peer screen the bullets look like they're coming out ahead of the peer's movement. On the host screen they look fine, and the host's bullets look fine on both screens.

    my events are like this:

    on start

    sync peer... sync bullet (both position only normal bandwidth low bytes)

    peer

    move

    if (shoot key pressed) send input bit for fire to 1

    host

    move

    move peer

    if (peer input bit for fire is 1) spawn bullet on peer

    How do I get the bullets to come out the same on the host and peer screens? This is on the same computer with zero lag so...

  • I wonder what's different about *that* layout? Captain Zero relies heavily on zooming with many layers going on, so I'd be interested to know as well. Keep us posted if you figure out anything else!

  • I was just thinking about moving a sprite around the player in a circle:

    make an invisible sprite with it's primary image point on one end and set its width the radius of the circle you want and point2 on the other end.

    Then pin your object to the invisible sprite at image point 2 and then rotate the invisible sprite... voila your thingy goes around a circle.

    Oh looks like eli0s beat me to it! haha..

  • It would be super awesome if you made a little tutorial about how to import a shader from shadertoy into a construct 2 effect! Could you do that? I'm poking around at it and quickly get lost. Purdy please? It might not for all I know be easy enough to do a simple tutorial, but if it's possible that would be super duper great!

  • This is a good post! But the article is a little arrogant.

    A strong case can be made against all of those.

    Breaking the 4th wall isn't just done "to be clever" or "seem original" it can be a great part of the experience. You don't have to follow the "reality principle" dogmatically.

    Not having checkpoints can create a "save and learn and repeat" kind of monotony that kills any tension in a game and takes away any consequence of failure.

    Like playing in God mode all the time. And really does a toilet in a game need to operate? Are you being "clever and original" by making it do so any time past say Duke Nukem 3d?

  • It seems like it would be in a config file or registry key someplace. When you change it, the next sprite you pick starts out again at 250x250.

  • Is there a way to change the default sprite size for a new sprite in the sprite editor to something like 128 or 32 (or whatever)? It would be nice if it were somewhere configurable.

  • Ah thanks! That explains it!

    Defender225 So thanks. wow.

    um... there's a "liquid tutorial" on here somewhere. It uses simi transparent balls with Alpha Clamp effect set on the layer they're on. Oh here it is!

    https://www.scirra.com/tutorials/813/how-to-make-fluids

    Then I made a skull grayscale sprite with the brightest parts being the "closest to you" like a height map and added lense effect to it and Voila.

  • Thanks! I made it as a primitive homage to this animation:

    Subscribe to Construct videos now

    I have a version where you can change the color of the liquid, but the background would be great too. Hey I did something similar to that too Cherico! Only I just had a "gravity attractor" instead of a gravity bubble... that's a good idea. There's a game in thar somewhere!

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  • Thanks... hey how come my url tags don't look like they're working?

  • I made this just for fun. I was sort of inspired by the beginning animation from the Hannibal tv show.

    http://tinyurl.com/n7ra9td

    Just hold down the mouse button anywhere on the right side of the screen. You can change the direction and thickness of the blood. Right clicking will freeze the movement and clicking on the camera will save a picture (you don't have to freeze to do this). Left click anywhere to unfreeze.

    Only works with webgl. I just use the alpha clamp and lense effects.