oosyrag's Recent Forum Activity

  • You are misunderstanding the use of word server.

    HostGator hosts websites. When a user goes to this website (with your game on it), the game gets downloaded into their local computer and run from there.

    A multiplayer game server would be a dedicated computer that's always on and connected to the internet, preferablly on a fast/stable connection. You would use this computer to go to the website where you game is located and join a room first, as the host. Since your server is always connected as the host, everyone else who joins would be a peer.

    There are many different kinds of servers. HostGator is a web server. A web server won't be able to run your game, it can only serve it to users. The threads you mention are describing a game servers. A game server can be any computer that has an operating system that can run a browser. Could be one in your house, or office, or one that you rent.

  • Are you sure you are opening a project folder and not an exported game?

  • If you're interested in a little exercise with arrays, try creating tic tac toe. A single player/hotseat version is fine. Use an array as your main data structure.

    Or if you're confident, a battleship type game. You can do a single player style one where ships are placed randomly, and it just counts how many shots taken to finish as a score.

    These should also get you experience using loops in conjunction with array indexes to check win conditions for tic tac toe, or for placing ships in battleship.

  • There are two objects, on a dedicated layer set with the "Force own texture" property, so that the blending mode doesn't affect other layers.

    There are a few specific ways you can do it, depending on the blending mode you want. Here is one example, where the portal is the blended object, as the "Source", and everything on that layer under it is the "Destination. Using the "Destination Out" blending mode, basically everything that the opaque sections of the mask is on top of will be removed, while transparent areas are not affected.

    dropbox.com/s/1qzkmqk5d1qsuqh/blendingmaskexample.c3p (drag the logo towards the right to see how it looks)

  • Fading sounds like a good idea. On fade start, spawn the the same object under itself and set the animation frame to self+1. On fade end, start the next fade.

    For a looping animation you can use a conditional expression to set the next frame to keep it compact.

    If you need persistence, use an invisible helper sprite as the base object.

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  • Honestly I still have no idea what you're talking about.

    Are you trying to create a mask for your laser? You can do it with blending modes. Check out the blending modes examples. editor.construct.net

    You probably don't need or want to use the canvas object at all.

  • 1. Without seeing what you want, it is hard to give you advice based on your description. In general though, beam type animations are done with particles, tiled backgrounds, and blending modes.

    2. If you want to animate a bow at runtime through code, you can use the drawing canvas plugin to draw the line, and animate it by numbers. This is significantly harder than doing it the traditional way though, which is to simply draw multiple frames for your bowstring animation.

    There might be some sort of distort effect that you might be able to utilize, but again probably more effort than its worth compared to just drawing out the frames.

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  • WebRTC is cross platform, so it technically should work across all devices. But, support for WebRTC itself isn't exactly universal... you'll have the best luck with the latest, updated browsers on their respective platforms.

  • AFAIK socket.io is a is library for websocket, similar to how the construct websocket plugin is for websocket. Their purpose is analogous, and there shouldn't be much difference that the node.js server cares about.

    I believe you can utilize socket.io with an add on or the scripting feature directly, but I'm not familiar with that.

  • It can be that your character animations have different collision polygons, causing strange behavior.

    Try using a square invisible helper sprite as a base for collisions.

  • Put your distance() expression inside a min() expression like so...

    min(distance(a,b),y) where y is the maximum you want. The min expression will take the smaller of the two numbers.

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oosyrag

Member since 20 Feb, 2013

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