oosyrag's Recent Forum Activity

  • It works. Without seeing your event sheet, there is no way for us to figure out what is wrong with your implementation.

    https://www.dropbox.com/s/3ly5ej6b9w6cu ... .capx?dl=0

  • You want to use blending modes layer effects, I forget which one though. Check out the blending modes example included with construct, and remember to enable the force own texture property on the layer so it doesn't affect everything below it.

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  • You need to set the array size in the array properties. Anything outside the bounds of the array will be 0. Either have the size large enough to fit all your values, or use the "push" action to add array cells as you add values.

  • Use multiple sprites, optionally in a container or pinned.

  • Rather than a concern, its more that it allows you more flexibility to include more art if you want. For example, if you're using the same tiles for battles and overworld anyway, it doesn't make make much sense to change layouts.

    If you wanted a lot of different tilesets/environments, you could do a low resolution overworld tileset that includes a lot of variety such as forest, snow, desert, water, ect. and then a more detailed tileset for each of those zones for a zoomed in map that you would load in layouts as needed.

    The other example was characters - if you wanted high resolution art or heavily animated enemies ect, it would make sense to load them as needed in a separate layout rather than have all your enemies loaded in memory all the time, limiting your memory use for other things.

    If you don't expect to run into memory issues, then you probably could stick with just leaving everything on one layout =) Just wanting to chime in as it is pretty normal for JRPGs to load into and out of battles or changing zones, which would be the equivalent of changing layouts for us. It is usually because all the art they want to use in the entire game can't be loaded into memory all at the same time.

  • Using layouts will allow you to utilize memory much more effectively. You will have more room for detailed sprites when zoomed in and a greater variety of high quality images in any given area. Or you could use it to have more quality character graphics and animations.

  • You would normally use a third party program to do screen recording and sharing. Sine examples include Nvidia shadowplay, amd relive, plays.tv, fraps, OBS... There are many options.

  • You can use an invisible helper sprite - a horizontal line. If it overlaps with a block at rest, move it up. The distance between the line and the floor is the height of your tower.

  • You can do that, or add an event that disables it for peers.

    Then you need to sync the objects created by the generation algorithm.

  • Sorry, I can try my best to answer any specific questions you might have, but I will not be able to work on your project for you.

  • A simple way to get a collision point for a fast moving object is to stretch an invisible helper object (a line) from the previous position to the current position (or ahead, but that would be slightly more complicated). On the frame that the line collides with an obstacle , you shrink the line backwards towards the origin until it is no longer colliding, and reposition the fast moving object to the front of the line (with an imagepoint).

    This is called raycasting if you want to search and look into it more.

  • Your dungeon generation is being run on both host and peer side. Given that it is randomly generated, your host will have a random dungeon, and your peer will have a different random dungeon.

    You should have only the host create the dungeon, and sync or send all necessary objects and data to the peers so that they can have the same one.

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oosyrag

Member since 20 Feb, 2013

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