oosyrag's Forum Posts

  • Generally speaking, massive sprites run into graphical memory issues. Best practice is to use a combination of tiled backgrounds and a variety of layered components (that can be resized, reshaped, or recolored for relatively low resource costs), or a tilemap.

    Another technique can include using a lower resolution "outline", resized to be massive, as a blending mask over a tiled background "texture" to create layers for things such as biomes.

    Read this article if you haven't already - construct.net/en/blogs/construct-official-blog-1/remember-not-to-waste-your-memory-796

  • Step 3: "leave as the host (peer now becomes host)" does not happen automatically, and is probably the source of any issues you are having. How are you handling this step currently?

  • It tells you how to approach the problem.

    First make your base game, with x number of inputs. This will run in the background, it is up to you if you want to make any of it visible.

    Then, make a copy of every object per input, offset by a certain amount based on the position of each player for their individual "viewports".

    Have each individual viewport on its own layer, so you can use blending modes to slice the total viewport into halves or quarters or whatever you want.

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  • "The Else event runs if the previous event did not run." As moon said, a subevent only runs if the parent event DID run, which is a direct contradiction.

    It would work however, if there was an additional subevent on the same level above it.

    The way it works and looks is unique to Construct's event sheet, so I would try not to get too hung up on what "correct" should look like using other programming languages as a standard (especially if you're teaching Construct).

    If I were to teach someone how to use the else event, it would be directly related to toggles as you have done, and I would explain it exactly like how it is explained in this article scirra.com/tutorials/292/guide-to-construct-2s-advanced-event-features.

  • Using a low resolution and scaling up to a high resolution/large display will result in lower quality visuals.

    Using a high resolution and scaling down will utilize more graphics memory (and overall download size), which may or may not be a problem depending on the scope and size of your project.

  • Does the built in sprite.asjson expression include the texture data?

  • Try request from url to get the file from the drive rather than the project file, which might be cached upon downloading/running the app.

    When I previously worked with dynamic files on the local system I used nw.js, and I know that worked, but I'm not certain if Ajax by itself can do it.

  • Localstorage should last forever, barring a significant update to the game that changes how saves are handled, reinstalling the browser (or changing browsers/computers), or manually clearing the browser cache. It is related to the "Cookies and other site data" option under the clear browsing data options in Chrome.

    For persistent storage, your best option is to use a cloud service or your own server to sync user data online in addition to using local storage.

    Alternatively, if your game is packaged as an app or executable, it should be significantly more difficult for localstorage to be unintentionally cleared.

  • You can:

    a. Place the entire layout in the layout editor.

    b. Create "pieces" of the terrain as you get to them by storing the level layout details in a data format and loading them in offscreen as you go.

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  • How does your Construct program know when the file is updated?

    Right now, you are reading darkoutside.py only once, on start of layout.

    You'll need to AJAX request again whenever you want to update - either by every x seconds for a refresh rate, or ideally some sort of trigger.

  • I believe the official plugins were intentionally not made available to prevent copies with slight modifications that eventually lost support, broke with update, and cause confusion. I remember there was quite a bit of unrest regarding this decision when C3 beta first launched - you might be able to find the thread with a google search since it seems the forum search is broken. There were Scirra responses in that thread.

    Edit: Might be this construct.net/en/forum/construct-3/plugin-sdk-10/download-construct-3-built-in-131108

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  • Also here is a simple way to implement metaballs in Construct - scirra.com/tutorials/813/how-to-make-fluids. I imagine if you used a larger number of small metaballs that didn't "flow", you could get a decent deformable blobby sort of result.

    Edit: The effect used is built in C3 and called "AlphaClamp"

  • My first thought is metaballs ref:http://jamie-wong.com/2014/08/19/metaballs-and-marching-squares/

    Second thought is you might be able to draw with splines with R0j0's paster plugin, but I haven't used it so I don't actually know.

    Thirdly, You can definitely do curved lines with "handles" using the built in quarp and cubic expressions, but I have no idea how you'll get enclosed, filled shapes from there.