Everade's Recent Forum Activity

  • I'm confused, i thought that's what you were looking for?!

    You said "reset to initial values".

    And that's exactly what it does.

  • gofile.io

    I've set a default instance variable directly onto the knob.

    Of course your could also set local variables directly into the code.

    Or use global variables instead.

    But this should work just fine.

  • Use the system expression:

    ProjectVersion

    Return the version entered in to Project Properties. Note that this is always returned as a string, not a number.

    So you can simply put a text object onto your main screen.

    Then set text by expression:

    Now update your project property - version by hand just how it makes sense to you (right below Project Name).

    And it will update automatically ingame while testing or for actual releases.

    Usualy 1.0 is considered a major release, so start below and set your personal goals.

    Something like:

    major.minor[.build[.revision]] = 1.2.12.102

    en.wikipedia.org/wiki/Software_versioning

  • I don't think so, at least not with built-in features.

  • I can't remember what i've had, but i used the year voucher close to the release of C3 and i don't have any vouchers left available, so it was just 1 for me. But take it with a grain of salt, i'm really not sure. Maybe they changed it in the meantime.

    scirra.com/users/goury

    Your Construct2 Medal is still there, it's just not displayed on construct.net because this website is mainly about Construct 3.

    Scirra.com = Construct 2

    Construct.net = Construct 3

    I've loaded tons of old capx from Construct 2 into Construct 3 and it always worked perfectly fine.

    The only issues that you might run into are missing plugins. A lot of REX plugins have been ported already though: wasthataddonported.surge.sh

    While some are simply no longer required.

    But i would say that it's definitely worth it to port it over.

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  • If it's supposed to be a classic tower stacking game, why don't you disable physics once the object has been placed?

    There's no need to further simulate physics with hundreds of stacked sprites, especially not for those outside of view.

    I would suggest:

    On collision -> wait till somewhat stabilized -> disable physics if stable

    So the next one falling down has a flat surface to work with.

    Unless that's your intent of simulating everything with accurate physics.

    However that's gonna be a tough one.

    Some hybrid physics might be better to simulate a long wiggly stick based on current height.

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  • I think the tutorial is pretty straight forward and fairly easy if you read yourself through part 1-4.

    Peer determines the overall Player object and counts for both, Host and Peer players.

    There's a great example included in both Construct 2 and 3 which comes with all the multiplayer basics and fits the tutorial given.

    The game loads specific Host Group events in case you're the first person to enter an empty room.

    All players following later up will load the Peer Group events.

    This is required for the Host to handle the Data being sent from the Peers to the Host since this is an authoritative Host scenario.

    So that's the only major difference between Host and Peer when it comes to the events.

    Your suggestion of using 2 sprites seperately (host and peer) isn't efficient and would require you to sync double the amount of data between players. In short: No that's a really bad idea.

    So the tutorial shows you sort of a best practice way which i can only recommend to follow.

    Checkout the example. Read all the tutorials again. Understand how data is being synced between Host and Peers. Then go on from there.

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Everade

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Last online 4 Jun, 2026

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