DatapawWolf's Forum Posts

  • This is amazing! I'm surprised there are so few comments. It works very well.

  • KFC it would be great if someone could test it out. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://itunes.apple.com/app/bowser/id5 ... t=34237894

    Also, what is this bullshit:[quote:1jpp41tx]You must be at least 17 years old to download this app.

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  • Part of the smooth movements ... if you steer ... your need to steer everywhere host, yourself, other peers

    When you tell the host to move, make sure to move yourself too on the peer, so the updates from the host back to you do not have that high of an impact as you were already in the right direction yourself

    do that, but it still seems like the player moves too much and jitters back a few pixels. I think in my case the peer is actually moving too much. :/

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  • lennaert

    The floors just required a smart approach to them, lots of knowing when 'not' to invoke something combined with a couple else's in the right order. (image below of floor leveling collisions core)

    hanks for the screenshot.

    As to the multiplayer, I spent weeks on end working out the mechanics and best approaches ... and in the end I managed quite well.

    -Knowing what to execute by who (host/peer/both) really makes a difference.

    -As few datasynchs as possible with a smart approach to movement.

    o you still keep the host authoritative of all connected peers?

    I named my layers to: level0, level1, level2

    Referencing them like move to layer: "level"&playertanks.activelevel

    hat's what I have so far, except "floor0, floor1, etc." :D

  • lennaert how do you create such smooth movement between all peers? D:

    Also, would you mind sharing how floors work? I'm trying to get the hang of 2.5D in multiplayer and while I think I've got the theory down, I've yet to try implementing it.

  • Further testing: seems it's ok now. But for some strange reason, these games interact worse with my GPU, because on other platforms it runs fine.

    #Confused

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  • These are very neat. Nice work. : )

  • Sorry to conjecture when I'm not on my laptop at the moment, but, isn't there a trigger for "on regenerate obstacle map" that you can use instead of the wait function?

  • I was thoroughly impressed after watching the YouTube video from your first-post link. It looks amazing and precisely like something I would download on my phone. Nice work. : D

  • I believe you can make that wait 0.0 and it will still work, as it won't run until the next step, if I'm remembering correctly.

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  • In the events/actions you are trying to copy, all objects and variables of the same name and plugin type (that are being used by your event/action) must also exist in your target project.

  • I'll just add that I use Dropbox instead of uploading attachments because if I need to update a project *.capx then I can simply tweak the project from my desktop/laptop on the go and it'll automatically update for whomever downloads from then on. So there is that.

    But I agree, if users cannot perform upkeep on their own tutorial listings, then they should get a certain amount of time to update the tutorial, and it should become, say "archived" and up for grabs for others to re-create like you, bladedpenguin or whoever wants a go at it. : )