Ashley's Forum Posts

  • Post your .cap file for us to look at - maybe you set something up wrong.

  • Have you posted something about it to the bug tracker?

  • No, it uses 32-bit floats for co-ordinates, which allows an insanely high maximum (about 340282340000000000000000000000000000000), but with reducing precision the further out you go.

  • ...have you tried enabling 'unbounded scrolling'?

  • Kadoba is right, this is not how hardware-accelerated games are supposed to be designed. You're effectively loading small videos in to a limited VRAM resource. It's much better to have a bunch of single-framed sprites which you move around, scale and angle, with effects, to create explosions. That way is actually smoother (not frame by frame, rendered on the fly), timescales (you can move explosions slowly and smoothly, whereas frames would just go past slower like a slideshow), uses far less VRAM, and is visually more interesting since you can add randomness.

    If you do need frame-by-frame animations, try to keep them small in dimensions and as short as possible. You could also try downscaling them all to half size, then stretching them up - you might not see the difference, and save up to 75% of the VRAM.

  • There's no way around the August 2008 update I'm afraid. What do you mean it's unstable when it's run from a thumb drive? Does it actually start up? If it crashes have you submitted a bug for that?

  • You can install them side-by-side, but I'd avoid installing over the top (uninstall first if you want to reuse the same directory). Remember to save any third-party plugins, behaviors and effects.

    It'll probably work if you just install over, but in future some files may be removed, and installing over will probably keep those, which could cause problems.

  • These services in general tend to expire files after some time, which produces exactly the problem here: the link is now dead, and people are still doing searches, finding something relevant, but the file is gone.

    That's why it's best to find a host that doesn't expire files, or upload them to this forum if you can.

  • I still don't think it's going to work. What do you mean, having AI control other players and make them help you? Won't you end up with horribly conflicting events if one player sees their friend shoot an enemy because the AI tried to help, but that person never did that and the enemy is still alive for them?

    Wrong tool for the job, sorry - best put off till there's a real networking plugin. (don't know when that will be though)

  • There is a formula, but to do it properly is very complicated. Your best bet is to try and do everything with Z elevated sprites.

  • Please don't use mediafire for uploads in future to prevent this problem!

  • Updating the player position every 2-3 seconds is way too slow. Your game will probably be unplayable. At a big stretch you can only interpolate (guess) the player's movements for about 250ms before weirdness starts happening, like teleporting because the system guessed wrong. Network programming is hard, and I'm sure it'll be harder if you force it through the wrong technology.

  • You need a proper online object, it won't work via the HTML object. It's the wrong technology, it's based on clients making requests to servers, which then respond with a document. There's no way for the server to notify the client out of the blue. You might get a turn based game or something working but still - it's like using a SQL database for a todo list. Way too much technology involved, which is going to make it clumsy and slow.

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  • You should probably use the 'point' collision mode for sprites that small.

  • Have a look at http://www.scirra.com/tutorials