Eleanor jMorel's Recent Forum Activity

  • add an event, "for each archer" so every archer instance looks so see if they'Re close enough

  • 1: no, the turn server is if everything else fails and a connection between the two players cannot be established

    2: Debian has a turn server package now so it should be fairly straightforward to look into the package'S help on the Debian website

    3: Yes (also consider turn server service providers so you don'T have to pay for a cheap VPS in multiple countries and end up paying a fortune every month)

    4: You don'T have to pay for the bandwidth of your peer to peer games,

    you don'T need a server unlike webcoskets, this means that with webRTC players can communicate directly with the game's host with low latency, and all of your game host game logic can be implemented in construct. If you were to use websockets as a relay between your players and host you have to pass through the server twice drastically increasing the latency in your game. If you don'T write your server code then good luck implementing server game logic.

    webRTC allows for multiple data-channels both reliable and unreliable, whereas web-sockets are reliable only, it's easy to implement and there are multiple construct tutorials and documentation available and also users in the community with experience that can help you

    turn server are cheaper than websockets server since all they do is relay data, they don,T have to run server code

    note: nothing stops you from using both, such as using websockets for global chat or game invites or whatever and keeping webrtc for game room data

  • I'm not sure what you're asking

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  • THey will run slower with a low framerate because construct by default won'T let deltatime go below 30 FPS, you need to add this line on start of layout

  • Yeah I think behaviors are great to get you started and understand how the engine works and how to make games but the meat of construct 3 is it's event system and you can use events to create much more efficient games because the behaviors are made to work in pretty much every scenario but you can use events to make your game tailor made for your needs, instead of always relying on solids and requesting features for the solid behaivor you can make your own !!! The possibilities when creating your own are infinite !! Good luck out there !!

  • Good job with your game and good luck with unreal !!

  • Just make sure you pick it properly with your conditions, otherwise I can'T help you without samples of your code im sorry !

  • Like if i want to have UI cover a large portion of the screen would it be possible to not draw the

    ui on top of drawn things increasing overdraw?

  • idea submitted here construct3.ideas.aha.io/ideas/C3-I-591

    The best way to improve pixel art in construct 3 would be to allow for a pixel art specific renderer. It would scale up the whole window at integer values like 1x,2x,3x,4x, etc with point sampling, and then scale the resulting render or texture to the canvas size with linear sampling, blurring out any pixel artifacts that happen when pixel art is rendered at non integer values and preserving the low download size and memory usage of pixelart, but also keeping the pixel art clear and chunky and beautiful.

  • Make sure you don'T set "Loader style" to nothing and you should be good.

    Construct has to load the entire engine before displaying your loader layout, but can display loader styles in the meantime.

    You'Re getting a black screen because you selected "loader style: Nothing (Not reccomended)"

    Which is not reccomended.

    What gets loaded during the loader layout is images and stuff not the code

  • It's doable.

    First off you need to use the desktop version of construct 3 and save as project files not a c3p file.

    Images, plugins, instance variables, animation frames, etc can only be changed by a single person or you will get merge conflicts.

    You can give every member of your team a different eventsheet to write events on and it will not cause conflicts

    A lot of things in the engine use incremental IDs so if you add something and someone else add something else there is a conflict and the project doesnt open anymore

    You can fix it with a text editor but it's pretty annoying

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Eleanor jMorel

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