Colludium's Forum Posts

  • I have also encountered similar problems caused by syncing platform behaviour using multiplayer. I was trying to figure a work around so I'm glad you've bug reported it.

  • Local Storage: On Item Set (or On All Sets Complete) - you could use these triggers to log when all saves have been completed.

  • Awesome, Johncw87! Thank you .

  • Hi Johncw87, this is an excellent plugin! I have come across one glitch, however - I am unable to export using minification - the minification fails as if java was not installed... If I remove the plugin then everything exports normally. Will you be able to add minification support at some stage? Thanks!!

  • Thank you newt - that's some really good advice. Back to the drawing board for me, then, but in a good way...

  • Thanks newt - I love that raycasting plugin but I don't see how to effectively use it in this case. I think I needed to post the gifs first...

  • Here's an example of what it looks like:

    Shooting as the host:

    ...and being shot, as a peer:

  • I hope someone out there might be able to point me in the right direction here....? I am experimenting with the multiplayer plugin (which is excellent, of course) but I have encountered a limitation (of multiplayer with lag and, possibly, a limitation of my c2 dev skills).

    The problem: The host runs all of the bullet collision checks, but the lag experienced by a peer makes host bullet collisions look rather awful (bullets are destroyed before they appear to hit walls) and it can spoil action game-play (bullets appear to hit a peer before the peer sees the hit take place - a peer dodging out of the way can be impossible at high bullet speeds etc). Even with a LAN 60 Hz update rate, the slight lag you can expect has confounded me so far.

    I imagine that a way to solve this problem, for hits on inanimate objects at least, would be to check for a collision in the host and then flag a bullet for destruction at a particular X and Y position, before then destroying it when it gets to within a certain range of that position on the peer's machine (effectively a destroy delay). For hits on moving peers, I imagine that a similar flag would be required (although I am not sure what, if any, lag compensation might be required here).

    I have an aspiration to making an action platformer, but I am not sure that the physics limitations of even a LAN can be accommodated effectively. Before I embark on trying to make this work, I would be grateful for any advice for alternative methods and if anyone has any lessons they would like to share regarding solving this problem.

    Thanks!

  • Thanks I'll take a look as soon as I get the chance.

    To everyone: This project is a slow burner now - I am pleased with the visual effects system but my work and some other dev ideas have caused me to have to slow development. I'm currently working on getting a multiplayer platform system up and running... I've already created the framework of a procedural level creation system, and I want to combine that with multiplayer - so you'll be able to fight/race against your friends in a private procedurally generated world/layout. I've got some other ideas and I'll post them here when I make some more progress.

    Current hurdle to overcome: Lag on LAN!

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  • Check out the second post in this thread.

  • You need to pick the NORMAL download version from here. I think that the one that's available from the scirra installation is the SDK version.

  • Hah this immediately made me think "hey, this sounds closer to mesh deformation integration."

    lol - I have had my fingers crossed for a long time now.

  • lucid - I'm exited to try this out - and thanks for your continued support of the c2 plugin! In addition to the performance gain (or, rather, the removal of the performance overhead) I imagine that this will also make sprite sheet animation import into c2 far easier for updating during development than is currently the case with the native sprites. Will it be possible to simply over-write the Spriter files in the c2 project folder each time, or will they have to be dropped into the c2 editor for this to work? Either way it'll be interesting to compare the performance with that of native sprite animation.

    As an aside, are you able to give an update on Spriter mesh deformation development?

  • chrisbrobs - I didn't know that the two shaders were similar in that way... I'll give it a try - thanks for looking in to this .

  • I recently noticed a 1 sec jank in the simple layout I'm testing (uses a large tilemap) but this only happened when the layout was zoomed out and the whole tilemap was being rendered. I only meant my previous post as banter rather than for it to be a criticism of your testing etc.