DuckfaceNinja's Forum Posts

  • I tried but without success, it seems that

    does not work out of a loop.

    I don't get the total situation here, but have you tried using binary instead of boolean? It is known that boolean is true=1, false=0, but I'm not sure whether it still stay as 1 and 0 in the MP sync, it might return 0 all the way. Don't take my word for it, I just want to suggest using binary instead, as normally used in the official example.

    If the gamepad use sensitive input, it'll probably better sync variable instead.

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  • 300 event under a single function?

    Sounds like there is room for improvement there...

    when done right, it should be pretty easy to understand the mechanics

    Nope, in fact I'm closing in into perfection. It's a combination of procedural filteration, array manipulation and producing meaningful multiplayer.message by the end of it to be decoded on client side. I can easily create new skill just by modifying my csv, without programming new skill. It's like creating a "plugin" for card's special skill. I think it is more accurate if I call it engine for special skill.

  • Yes it would, it basically uses the same mechanic but different object. If you made a non-MP top down shooter with AI previously, this should be intuitive enough to figure out.

  • Hi, I am trying to set monster kills per peer. To do this I think I need to set a variable on the monster object for the last player to hit the monster so when the monsters health hits 0 it takes the last hit variable (players name) and adds a kill to that players kills. I plan on doing this by the following is possible:

    Player left click spawns a bullet, bullet is given a variable Shooter which will be the player that shot it, Bullet collision with monster then transfers the Shooter variable to the monster variable LastHit (Player Name), Monsters health = 0 then Add 1 to kills form LastHit (Player Name)

    Is this or a variation of this possible?

    Thanks

    I think the official shooter MP example shows the exact way to this already. Line64 and line65.

  • Cool thanks.

    Another question, when peers connect they see 2 copies of the hosts player, only one moves and the one that doesn't move can't be seen by the host, any ideas why?

    Thanks

    I speculate that this happen because you did not destroy the default host player on peer side upon joining room as peer. Look at pong example, it shows the simplest way to solve this, for the paddle object.

  • Ahh i am a huge fan of pokemon and yugioh as well. I hope all goes well with the logic, i can imagine it gets complicated having all the variables of leveling up and getting stronger.

    Well, in ccg or tcg, having a level is meaningless and it is just an indicator of progress/experience, and actually it is an easy part.

    Keeping track of current instance value of current active cards is the hard part, and creating a dynamic special skill system is so far the hardest of them all. Having 300 event just under a single function is extremely difficult to control, but through patience I believe I'll get them right at some point.

    My gameplay is just too different from traditional yugioh, pokemontcg, mtg and current trending ccg/tcg gameplay, I think one of the reason of the difficulties understanding my own mechanic .

  • I'm making a tcg/ccg multiplayer game, growing up playing yugioh and pokemontcg makes this genre kind of a dream game to make for me.

    I'm still working on the logic and data management because this part is the hardest thing I've ever worked on.

    In the end it's up to people whether they're looking for making money out of game or making their dream game. I'm the latter.

  • I don't think there's any difference at all between the two, but theoretically the second one is using less loop. Personally I'd go for the 2nd one, because it is easier to read.

  • Changing layout will cause your object to be destroyed on layout change. You need the objects to be global to ensure it works properly. https://www.scirra.com/forum/viewtopic.php?f=147&t=118237

  • The loopindex was reset because of the wait is the finished in other tick. The loopindex is cumulative only in the same tick, which works exactly like a local variable.

    To get the intended result, you need to store the loopindex in a static variable.

  • I need to bump this one. I'm still unable to use multiplayer, it only works if I'm using C2 examples (chat, pong etc) but if I change "GAME_NAME" to something different then I can't or others can't connect to me

    My ISP used to block me from P2P connection, (cheap internet with quota package). For me using google DNS remedied the issue, I never been happier. I think you should try this, there's nothing to loose anyway. Now I changed ISP by using unmetered broadband, no P2P block anymore.

    EDIT: when I read again, I think P2P connection might not be your issue at all. That is simply weird

  • I haven't install r186 yet, but there is no MP changes or addition in the log, I don't think it has anything to do with signal server.

  • I still don't understand why 0=<opacity=<99 work while opacity 100 don't. I still think there's a bug, unless there's an explanation for that.

    If force own texture is a must, then the example should be updated Ashley .

  • C-7 I'm not familiar with twitch but I found this link on reddit and I think it's a great directory to get audiences and stir up interest on you game.

  • VIDEO > https://www.dropbox.com/s/jd0l58t5rzyh9 ... 7.mp4?dl=0

    Wow that is soooo cool.

    Now I feel a sudden urge to make a pokemon-like game with mode7, with moving pokemon around the battlefield.

    *mission mid 2015* <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">