DuckfaceNinja's Forum Posts

  • on your line 14, try:

    Set X to Self.X+Player.Platform.MaxSpeed/fps*dt

    Let us know what happen.

    Suggestion for line3:

    click Line3 then press B button, then put in:

    Condition: Player X not equal 105
    Action: Set Player.X to lerp(player.x,105,0.5)[/code:3kta2jw8]
    This will restore player to x=105 while on floor.
  • Ah I tried tweak something in the official runner example, finally able to recreate it. It seems Line 9 (yours is Line 14) had to be modified to suit the speed. I can see the "hiccup to the left" when I change the speed from 300 to 1000, can see it quite obvious.

    Most probably this has something to do with dt multiplier.

  • [quote:154bzbbx]Btw, line 12 is wrong, i've corrected it, didn't check everything in detail, line 12 just too obvious.

    This is from the Autorunner Template on Construct 2.

    Oh yeah! I stand corrected, It's different from my approach because I tend to Pick whatever I want to destroy. Learnt something today thanks.

    Back to topic:

    Aha! from your first video/gif it seems to behave like that in your pc, in mine it does not, weird. I dont think it's a bug, most probably it's your machine performance? Mind if you specify your machine spec, OS, browser you tested. I tested in all browser and all seems fine.

    Can you get your hand to other pc probably? Best thing I could suggest to help is try to export it, and run index.html. See whether it persist.

  • Hello,

    But do you know how to do that? Is it possible to do inside C2 or what?

    Thanks.

    Sorry, I don't know. I'm giving a slight bump because I'm curious of this as well.

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  • Hello,

    I am working on an online game and knowing how online games players are, always appear some bad people that just want to disturb everything, so, we, games administrators, need to ban them and, in extrema cases, ban by IP.

    So, how can i get players IPs on my C2 game? What i need for that?

    Thanks!

    Banning IP might not be a good idea because some IP are shared between other user. However, I wish to know as well if this is somehow, doable inside C2, might be useful in case of attacks or something.

    Bump.

  • I had no issue downloading it, btw you have to redeem it first, check your email, hope that helps. Link to download page.

  • I love card games, and prefer the Free-to-play model (Play-to-Collect) one

    I was like that initially too (love free things) before jumped in to be a developer myself. I think most hobbyist like me think that all existing CCG developer have this hunger for money, in the end I realize how expensive it could be to maintain the survivability of the CCG, not to mention the survivability of the developer himself, somebody gotta pay the server and bandwidth.

    My expectation for playerbase is, 90-95% are pure free players, though this is what I see from several Free-to-play CCG I have researched. Even with that percentage, It seem to be enough to sustain their life, which looks like a good genre to live with.

  • ericflamalaer

    The host is authoritative over changes, so that is maybe why it won't work for peer (non-host). I'm not sure whether I'm right or wrong, but for this kind of action I would use [multiplayer.message] to sync what's happening. It's seems what you're trying to achieve is not within the context of real-time-action sync which your click input is not sent to host, while host will always send it's click input out to peers (I might be wrong though). However, see capx attached, see whether you can learn and understand something from it?

    Significant changes from line24 to line32. Changes were made by referring official example multiplayer_real_time Line 76-Line78.

    [attachment=0:pvz8zpo5][/attachment:pvz8zpo5]

    Ps: I myself still discovering the multiplayer in C2, still at high chance of getting things wrong in MP.

  • NOPE. NOT BUG. SAME MISTAKE.

    Line 58, Line59 and all other relevant event above them. Good Luck.

    This is getting repetitive, I'm gonna stop here, sorry.

  • When the player runs or falls off the platform, they shouldn't move left or right, the X position should stay fixed so that doesn't happen.

    In my game, when you fall off, my player moves to the left of the screen, which it shouldn't do. It should stay in the same X position.

    I tried to fix this by creating an event that sets my player's X manually when falling, and although this worked, my player starts going through platforms which is the glitch I'm refering to in the 1st capx.

    I don't even understand..... hmmm if the player is not supposed to go to the left upon falling, you mean the platform should stop moving? You have to choose either a) or b):

    a) player move left upon falling, platform keep moving

    b) player stay at current x, platform stop moving

    assuming you choose b), look at my capx, hope it gives you something. Btw, line 12 is wrong, i've corrected it, didn't check everything in detail, line 12 just too obvious.

    Line 16 is to do b)

    Line 17 is just added to see whether you want things to proceed running if it is not falling.

    [attachment=0:151iniov][/attachment:151iniov]

    PS: option c) player stay at current x AND platform keep moving AND no glitch >>>>>> IMPOSSIBBBRUUUU!!

  • If you continuously do this, eventually the player will end up on the edge of the screen.

    Hmm, I thought this was supposed to happen? My impression that it is not a glitch because this is what I normally see in runner game.

    Mind if I ask what supposed to happen when player fall and hit the platform-side?

  • The demo link is wrong FYI. It linked to other game

  • What kind of glitch? I don't see any glitch with line16 removed? It seems to work normally as an auto-runner supposed to... Are you expecting the runner not to move towards left when it collide solid object?

  • Weleavefossils

    Here is an example of scrolling between two objects in a very simple platformer with two playable characters:

    [attachment=0:2lids2ds][/attachment:2lids2ds]

    In the example I have an invisible object with the ScrollTo and Pin behaviours, and when I switch between objects to follow I Unpin the ScrollTo object, move it to the new object and then Pin it when it's very close.

    OddConfection Aha Your solution for line 9-11 is quite simple and a direct solution for my buggy lerp event. Thanks for sharing!

    Never thought it could be as simple as this!

  • Is there any other interesting stuff worth knowing about Global or Persist?

    My discovery with persist is, it is extremely helpful when I create multiple array filters, used it mainly with the checkbox. It's complicated, but yeah it's a lifesaver at least for me.