DuckfaceNinja's Forum Posts

  • +1

  • it moves aroudn way to fast, like its stuttering (see also attached capx, maybe you guys meant it otherwise then i implemented it [mousewheel to change parameter for duckfaceninja's solution])

    You have to tweak them to get realistic movement. Kind of hard to explain, look at capx attached. You have to tweak the parameters to get the movement you satisfy with.

    [attachment=0:1bhu81ys][/attachment:1bhu81ys]

  • I guess one way to do it would be to make two variables

    MouseYdeviation

    MouseXdeviation

    Every tick set mouseYdeviation : MouseYdeviation+choose(-3,-2,-1,1,2,3)

    Every tick set mouseXdeviation : MouseXdeviation+choose(-3,-2,-1,1,2,3)

    And set the crosshair to mouse.x+MouseXdeviation , mouse.y+MouseYdeviation

    Maybe using clamp to prevent it from deviating too much..

    Improvisation from this, if you use lerp, you'll get realistic unsteady hold of a rifle/gun.

    [condition: Every tick][action: set crosshair position to lerp(mouse.x, mouse.x+choose(-3,-2,-1,1,2,3), steadinessParameter)][action: set crosshair position to lerp(mouse.y, mouse.y+choose(-3,-2,-1,1,2,3), steadinessParameter)]variable steadinessParameter = 0.75 <--- responsive  but unsteady control
    variable steadinessParameter = 0.25 <--- unresponsive but steadier control[/code:334wjsa1]
    The idea is the bigger the number (0<steadinessParameter<1) the better the feel of controlling the rifle. Using carp and cubic will give the desired effect but different movement pattern.

    DuckfaceNinja

    Doesn't Steam Cloud work by itself? I thought you just had to set which files you wanted to sync with the cloud and Steam would do the work.

    For instance my game uses .json files as save files, so on the Steam Cloud tab I just set it to sync every .json file on my game folder. I haven't tested it properly yet but I think it should work?

    Well I haven't look deep into Steam Cloud yet, I'm just speculating on how it would work, my project is not at the stage which allows me to start playing around with steam. For now I'm researching on how I can make use steam cloud as a part of the game itself and see what kind of possibilities I can get from it, kind of like this if C2 is going towards similar functionality.

    Good to know that we can do that through Steam Cloud tab.

  • No that is incorrect, just replace your original line34 action with stop animation. Probably adjust the wait 0.2 second to cover the whole animation. Maybe 2 or 3 second, I dont know, it's your move. There shouldn't be any "stop loop" at all though.

    Alright that make sense. I'm thinking of making use the steam cloud to save player's game replay files, chat logs, their custom avatar for the game (not too sure about this though ) and possibly some decoration for their own eyes only.

  • Lol I was reading some unrelated thread and I was brought to here.

    I don't remember exactly how I got there, was just clicking links to links, and found it last week. Good old days huh?

    Greenworks currently supports Steam Cloud, Steam Achievement and Workshop synchronization related methods.

    Ashley is the Steam Cloud on your todo list? I'm wondering if this is something that is usable with multiplayer plugin, from saving game data to store their purchase. If it sounds somewhat logical to do, this would make multiplayer games to be able to be produced fully in C2, if published to steam that is.

  • well i tryed but she keep on infinity loop. never stop the animation

    Well I tried, and "stop animation" did stop the animation loop. You can refer to manual to see what is the difference between "stop loop" and "stop animation".

  • Not a bug. You're supposed to use stop animation, not stop loop.

  • Hello ,

    i try to make a little platform puzzle multiplayer game

    I search how can i change a layout (for lvl) , with sync object (player)

    Need to disconnect and reconnect , reloggin, rejoining ?? and change the room ?

    i try lot of thing , no of my solutions work, but now i m out of idea !!

    Thank for all !

    (sorry for my bad english , french )

    Are you using dedicated host or peer to peer? The solution might be different, depends on how you build your game.

    In this case I would go with dedicated host for each level (each room) because this is the easier approach, by doing room-join/leave.

    If you're doing peer-to-peer, changing layout during live game without disconnecting is not a good idea at all, since the host can destroy objects prematurely and cause some mayhem in your game. To mitigate this, it will require some serious event setup involving global objects, I think all are required to be global. Then there is the necessity of making certain object, certain IID to be invisible and disable collision what not. Tl;dr it's a nightmare. You need MOBA approach on level management.

  • Happy 7th Anniversary Scirra

    Best wishes to our future endeavor in game industry!!!

    Party hard Ashley Tom

  • Working on 2 but none are finished yet:

    My CCG project: Lobby=71event; LogicHost=1091events; Client=952events

    My microMORPG: Client=156event; LogicHost=241event

  • thank you... very much... i hope it will be of gr8 use... in which i am sure it will be, however to fully fix my project i need a level select .capx file please and thank you...

    The link I given is pretty much standard, what kind of level selection are you looking for? It pretty much covered the level selection mechanic as a whole, is there something lacking?

    there you guys happy now you stole my code and have not helped fix the sliding against slopes glitch...

    et's hope that the thieves don't turn out to be sad. *popcorn*

    Be grateful that these people who have helped you with capx didn't behave like you.

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  • Line15 and 16 is incorrect. They're supposed to be top level event and not nested under line12. Line 17 and 18 should be nested under line 15. The events looks complete to me, I think there shouldn't be any problem after you rearranged the wrong event.