DuckfaceNinja's Forum Posts

  • Aaaugh! My eyes! My BRAIN! Pain!

    I mean, thank you, but, I don't understand a thing. :/

    Too bad nobody can shove "understanding" into your brain except yourself and manual is your girlfriend, play with her.

    This technique is usable when you want to simplify/automate thing much further than array, I used this whenever I come across irregular data size and array can't do this without serious logic in place, tokenat simplifies it. Maybe you have to look at array first before using the tokenat method.

  • Use tokenat.

    Example: vartext=zombie#9_poisoned#8_bighead#7

    tokenat(tokenat(vartext,0,"_"),0,"#") = zombie

    tokenat(tokenat(vartext,0,"_"),1,"#") = 9

    tokenat(tokenat(vartext,1,"_"),0,"#") = poisoned

    tokenat(tokenat(vartext,1,"_"),1,"#") = 8

    tokenat(tokenat(vartext,2,"_"),0,"#") = bighead

    tokenat(tokenat(vartext,2,"_"),1,"#") = 7

    I used this a lot in my multiplayer CCG and extremely useful in simplifying communication, except that I'm doing it on a bigger scale, which involves 450x46 array. It might seem it will increase the number of event you have to write, but in my case, it reduces amount of event and let me to make a very "compact" loop.

    Have fun

  • Or you can create an instance variable for the family and create FID (family ID) then give a condition which choose the specific FID to be spawn.

  • In a game context, I think the largest message I ever transferred are json array. How do you intend to use MP anyway?

  • I am exploring Multiplayer features and hence several questions...As I find answers, I am very excited about the potential it has...Please bear with me...

    My question is - Is there any limit on the size of multiplayer.message? I converted sprite image to base64 image string and sent it as a message...Good news is that it works for images upto the size of upto 300px by 300px (around 13kb size) or so...However when I try to send something like 60kb size (600px by 600px) a strange thing happens - Multiplayer kicks the peer out! OR the message is not received at the peer side forever...Could you please tell me how this can be circumvented OR what is the limitation on messaging size/feature? BTW, I am sending the message from host only after "On image URL loaded" condition...I know that this is async on host...but isnt supposed to send the message to peer anyway whenver that happens on host? And why it is that sometimes the peer gets kicked out?

    Thanks....

    That would depends on the limit of packet size, I'm not sure what is the packet size limit for webrtc, but I'm assuming 64kb. I don't think sending pictures in MP is a good idea and is not what it was built for. I would understand if this involve custom player avatar transfer, but the avatar shouldn't be that big. Furthermore, this is very bad bandwidth management, I suggest look for other method of loading image.

  • Is this yours? What a cool finding!

  • Have you considered using the official MP plugin instead? I'm not sure whether MP plugin can be used together with synchronous sign in into google play but it would be lovely if someone can confirm whether this is possible.

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  • I think Duckfaceninja said somewhere he managed to get users to switch hosts with little or no issues.

    Yeah I did succeed doing that previously, with almost similar technique with the capx in my bug report previously. The only downside is, there's a noticable "waiting" it can be like 0.5s or can go until 3s (rather busy with torrent and all), depends on your internet connection and the "waiting" scene should be replaced with loading screen because object and environment creation looks too undesirable. Similar to WOW or any other MMORPG loading screen, I bet the loading screen purpose is to hide the object and environment creation flickery thingy.

    So creating loading screen is a norm even for a big MMORPG, I think this is how it is going to be for us too.

  • I was actually wondering when u was going to kick in on this forum and give me your speech.

    I normally skip repeated threads or similar question I have answered before. I probably say the exact same thing like spacedoubt if I were to reply first. I think you shouldn't wait for particular somebody to jump in when there are a lot of knowledgable person already answering and you can't expect everybody read every thread posted.

  • [quote:1hahhyx0]The number of player in each room depends on the host connection

    Sorry, I must be missing something - I am probably just confused but I thought from previous discussions you didn't want a player to be the host ("I don't want to use a player as the host"). So why would it depend on anything else than the infrastructure and bandwidth you provide

    Lol I'm just as confused as you are. I can't quite relate the situation with the 1,4,10 room thing.

  • maybe you can loop your words and find if(x == 'd' && x+1 == 'o' && x+2 == 'g') then there's a dog word inside your text.

    Let's keep everything in C2 event system scope/context shall we?

    Use codah's suggestion to just check whether "dog" exist.

    Use [tokencount("yourText","dog")-1] to check how many occurence "dog" has.

    Use event below if you want to check all index (zero-based) of occurence.

    Condition: Repeat tokencount("yourText"," ")
    Condition: compare tokenat("yourText",loopindex," ") = "dog"
    Action: add <textVariable> with "_"&loopindex[/code:1sejahw6]
    
    Example, if "yourText" is "the dog the dog the dog the dog the dog"
    you should get <textVariable> = _1_3_5_7_9
  • I know that sqiddster and C-7 managed to stream live before.

  • The number of player in each room depends on the host connection

    Multiplayer room or the ship room? If you're talking about multiplayer room, I don't see how are you going to achieve that, do you have any sort of plan? I'm assuming a game session must have 15 players at a time, am I right? Or it could be just 1 or 4 or 10 in a session?

    What do you mean? Multiplayer actions in his multiplayer are related to Q3D?

    There's no issue with Q3D AFAIK, Q3D is commercially supported, what I meant is, he made his own plugin, a bit too many that he shot his own knee a few times and having problems finding bugged out plugin.

  • thanks it would be better if someone came out with video tutorials on making a full game from scratch to show how these different elements work in the engine

    Go to MVA. This is a video by professionals, if this doesn't help, I don't know what will.

    I read the manual and did plenty of tutorials

    It's hard to believe you didn't get any benefit from any tutorial. The way I use the manual is not to just read it, but to refer to it whenever I can't understand some events, that's how you supposed to use it. Try out tutorials, with manual by your side, this worked like charm to me.

  • scirra.com/forum/viewtopic.php

    This is exactly what i need, but i don't want someone else work

    What he's done is too bloated with 3rd party plugin, might be wiser to hire him to do what you want rather than buy what he's done unless you're willing to take the dependency risk with all the 3rd party plugin support.

    The first one, is to make it using C2 plugins, making rooms of 1,4,10 people, and when they are sailing (i'm doing a pirate game), it'll get them to a new layout with the sea and stuff, it'll take only the people on the ships and they can fight together.

    I don't get the "rooms of 1,4,10 people" part, any reason you need it in such a way?