Mike at BrashMonkey's Forum Posts

  • Hi JohnnySheffield,

    Is any of this possible through C2? If so what objects (plug-ins) are required etc?

    thanks.

    Mike

  • Hi Everyone,

    I made a one player game for a client, and now they are hoping to allow 2 players to play at the same time on one monitor. (Split-screen, but separate instances of the game that don't need to communicate with each other in any way)

    I tried running multiple instances of the same game, and its tricky, but I can get that to work, BUT, only one window can be in focus and accept input.

    Can anyone thing of a clever trick to get around this limitation...asside from remaking the game from scratch as split-screen?

    thanks,

    Mike

  • they do, but sadly only modern ones like xbox controllers...my client must use old format d-pads(because they use custom input hardware based on old dpads like the very old sidewinders) which are not supported it would seem by node-webkit or browsers. :(

    thanks for the help and cheers,

    Mike

  • thanks for the feedback newt.

    Yes, Same PC..using keyboard, yes..

    ..so it seems theres no good way to do this? no special node-webkit related object or action etc?

  • Hi everyone,

    A client I made a game for (for PC only, non web)is hoping I can semi-quickly make a new version of the game that would allow for 2 to 6 player split screen.

    I dont want to totally reprogram the game, so I'm hoping there could be a way compatible with node webkit that would allow me to have several instances of the game each communicate with one another (like for player positions for racing etc.)...that possible?

    thanks,

    Mike

  • Thats AWESOME Ize! Great work.

    cheers,

    Mike

  • Hi JJList,

    Thanks for the suggestion and example. I had though about doing this myself, but was hoping it wouldn't be necessary and that I was simply not finding an existing feature.

    This does work for my needs, just ads another variable and more events than would otherwise be necessary...I'm trying to keep as optimized as possibe.

    cheers,

    Mike

  • But how would I check on collision with ANY solid? Am I forced to put all solid sprites into a group, and then create a second group for solid tile-objects etc etc?

    Since the bullet behavior can be set to bounce off of solids, wouldn't an "on bounced" event make things drastically simpler? This is exactly like what the platform behavior currently offers with "on jump", "on-land" etc.

  • Hi everyone,

    Is there a simple event function to detect when a sprite with bullet behavior just bounced off a solid? I don't see such a thing, but it would be very useful...similar to the animation trigger events for platformer behavior, like on landed, on jumped etc.

    thanks,

    Mike

  • Yeah, but then the FPS would be drastically wors, as it wouldn't use HWA, right?

  • I second the recommendation for Xbox360 controller...you can get a usb version, they are very comfortable, super sturdy/reliable, not too expensive, and work fantastically with C2 made games. They also work fine with Mac's and I'd assume also Linux, though never tested that. ;)

    -Mike

  • Hi Egdar (and yaomon17),

    No, the character is offset differently from 0,0.

    Don't worry yaomon17, we'll be adding a feature to allow for users to quickly and easily change an animations position relative to 0,0 in one of the upcoming updates on the way to version 1.0.

    -Mike at BrashMonkey

  • 33x33 tiles used in a 32x32 grid works in every case i've tried including node-webkit. Are use using tiles that are 33x33 and a grid that is 32x32, with the anchor point at 0,0 of the tile sprites?

    if you upload or link to a capx with your issue, I or someone else can likely help resolve your issue.

    cheers,

    Mike

  • Ashley,

    Point 1) There are many cases where a game works perfectly at high FPS and then fails casastrophically at low FPS. Delta time is fantastic, and its great to ensure stuff stays the same speed despite FPS, BUT this very solution to one problem makes objects fall through floors and otherwise completely miss critical collisions with objects, enemies etc etc at much lower FPS. The ability to cap frame-rate (at least while testing) would allow game makers to easily make sure the game works great across the board..even on weak devices.

    Point 2) It seems to me it might be simple to allow the game to detect the power of the device its on and adapt the fps accordingly, as in: If FPS of title screen is < X, then cap FPS at 30, if FPS of titlescreen is greater that 50, then remove FPS cap....so perhaps there is no good reason to assume that capping the FPS will degrade anyones experience, in fact, only guarantee best experience across all platforms. (because we could turn off the cap either before making the build for high end platforms, or have the game turn off the cap at run-time if running on a powerful device.)

    cheers,

    Mike

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  • A way to cap the FPS while testing would be great at the very least, as some bugs only occur at low FPS (like falling through floors, missing collision detections etc)

    +101 (to counteract newt's strong objection ;) )

    If we could cap the FPS while testing, we wouldn't have to deploy the game to an actual weak device to make sure we've fixed the issue for low end devices.

    Also ,capping the FPS so that its constant can make a games overal play experience better that an PFS that changes frequently due to whats going on on-screen.

    -Mike