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  • The simplest way would be to actually have a minimap sprite object that is a zoomed out picture of your actual map, and crop it with blending modes.

    An alternative for really huge maps that might be more efficient is to use a tilemap with single pixel tiles. This could be good in a game where the main map is built from tiles in the first place.

  • Might or might not work depending on your application but it is also an option to have multiple instances of the same array object, or to put your different array objects into a family.

    You'll still need a condition to pick the relevant arrays somehow though, by IID, UID, or instance variable.

  • I put a suggestion in for you which you can add votes to - construct3.ideas.aha.io/ideas/C3-I-1560

    The manual entry on arrays where it talks about the array editor does have a link to the AJAX object's page. I can see why AJAX might be intimidating to a beginner who doesn't know what AJAX is, since it may be an unfamiliar term. It's basically a way to import data from files or or other outside sources like webpages into memory, where your game will be able to use it. You'll also need to know how expressions work.

    A step by step guide is definitely what the tutorials, written or video, are for. There's one written by the developer here - construct.net/en/tutorials/using-project-files-12.

    The bigger problem is that there is so much information out there sometimes it's hard for a beginner to know what to search for, or even ask the right question (xy problems are very very common). But that's what the forums are for!

  • Parsing basically just means to read through a set data and extract what you want from it.

  • I can't think of any particular reason why not.

  • The array object as a data structure is defined and created at runtime. You can have multiple instances of these, of different sizes (shapes). It starts out emtpy, and it's contents can change during runtime.

    The array editor creates a file that describes the contents of an array. It is fixed, and doesn't change during runtime.

    The array editor is a (relatively) new feature of Construct, it didn't exist in Construct 2. Before, you would need to create your array in a third party program/format, import it as a project file, and parse it properly to load it into a runtime array. The array editor gives you a built in way to create these files in a compatible format you don't have to worry about parsing. You can think of it as a built in, lightweight Excel.

    Basically arrays as objects can be more flexible than just loading one static set of data (even if you don't use them that way in your particular application). So rather than 1 step "Create array with these specific contents.", its "1. Create an array, 2. Define the contents".

  • Volume as in bytes? It is negligible.

    Overhead on checking or parsing every cell can get unwieldy if it gets big though. I have a little tool I use to parse my office printer's logs. The last one was 6,310 rows and 213 columns, and in .csv format it was 7mb, in .ods it was less than 1mb. I assume asJSON would be similar to csv.

    It took around a minute to run it through my construct made parser, which goes through row by row and writes relevant information to a second array. A lua script did similarly in about 10 seconds, but to be fair I didn't really ever explore different approaches for optimizing in Construct.

    As a storage medium, you probably don't have to worry about file size. Even if it somehow became an issue later, it would be simple enough to add a feature to export it into another format in chunks if so desired.

  • You could just include gdpr consent even if they aren't in Europe.

  • By nature, an isometric viewing angle simulates 3d space. It won't look right with simply rotating sprites on a 2d plane, no matter how you squish or stretch it.

    You'll need to prepare sprite/animations with different facings ahead of time.

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  • It should work fine as it is. However, while stun servers (default, included ice server) are normally pretty good at making connections through various network configurations, there are exceptions.

    If you add your own turn server (not included by default) by using the add ice server multiplayer action, it should more or less garuntee connectivity in all cases.

    Note that due to live bandwidth utilization, turn servers are not usually free. I believe there are free ones available with certain usage limitations though.

  • Note that Facebook and similar sites have a lot of embedding options and APIs for specific features, that you should be able to plug into an iframe object no problem. You'll have to look at their documentation for more details.

  • Play other games, see what game has a font that you like and stands out (or didn't stand out, if that is your thing), and look for a similar one.

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oosyrag

Member since 20 Feb, 2013

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