Frostein's Forum Posts

  • Sorted now thanks, Found the way to set tags.

  • EDIT: Just had a look, it was the tags that i am having problems with.

    It doesn't seem to recognize the name of the sound file. (it is 100% spelled correctly)

  • Hey folks.

    Having an issue with setting the volume of particular sounds.

    I have multiple sounds on a 60 second loop, with sliders to control individual volumes.

    When i use the 'Set "Sample1" Volume' action, it does not appear to recognize the name. (If i leave the "" blank it uses the last played sound, and this works fine)

    The names are spelled correctly, i have also tried using both the 'sounds' and 'music' folders to store the samples.

    Is there something simple i am missing? would really appreciate some help. Thanks

  • Thanks for the swift reply. The multiplayer tutorial is what I was used on my previous attempt, maybe it was the case that I didn't sync the information properly.

    I'll have another go with the same method. It's been a while and I can't really remember the process behind it, but what did you mean by back in time checks?

    I just remember receiving inputs from the peer as the host, and relaying them back to the peer. Probably sending too many bits of info to make it desync.

    Anyway, will try again. Cheers for the advice.

  • So.. A while back I attempted to make a simple 1v1 multiplayer fighter game. I used the peer to peer method and the scirra signalling server.

    It worked as intended and I think I understood the basic concept of sending the game state to the peer from the host. The main problem I encountered when testing was the lag involved, the game would often desync and cause some pretty wacky stuff to happen.

    I'm now looking into having a second go at it and I have a couple questions, if someone could enlighten me that would be great.

    Firstly, is peer to peer a good method? And what alternatives are there?

    Would it be wise to do this sort of thing myself? I have very little experience and I'm wondering wether hiring someone would be better. However, I still need to know what needs to be done.

    Basically, what is the best approach?

    Any advice would be greatly appreciated, thanks.

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  • Ok, so this is what i have.

    http://imgur.com/gXnZbSM

    It is working as intended. However, i cannot find a good way to make a realistic looking roll. When setting the player_box.X+150 it looks more like a teleport, as it moves instantly to the location.

    I tried playing around with setting the platform X Vector, but the doubletap variable does not stay long enough for anything to happen. Attempts to make the variable stay 1 or 2 for longer affect the normal left/ right controls.

    Ive been messing with it for a while and feel a bit braindead atm. Any advice or pointers would be appreciated, thanks.

  • Yes apply physics to the platform sprite.

    You can set it so

    every tick > apply impulse towards position (This will Keep the Platform in position)

    Then

    Player Sprite on collision with Platform Sprite > Apply Force towards highest Y value (The Lowest point in the layout)

    Make sure you set the world gravity for the platform object to 0 on start of layout. Also, when working with physics, make sure all animation frames have the same collision polygon. if the collisions are constantly changing it will go nuts.

    You could create an effect similar just by moving the platform up and down on collision with player, but with physics it looks way better.

  • Brilliant thanks. It would appear i missed it.

  • I am trying to create a slow motion effect for enemy sprites, but i want to keep the player sprite at the same speed. I have set the global timescale to 0.5, then increased the movement / animation speed of my player sprite. This works but it looks a bit odd.

    Is there a way to set timescale for certain sprites only? I am unfamiliar with delta time, is there a way i can achieve this effect with DT?

    Thanks.

  • Kinda struggling, this is what i have so far.

    Every Tick

    For each Sprite1

    Sprite1.Y > Sprite2.Y

    > Move Sprite1 to Top of Layer

    Every Tick

    For each Sprite1

    Sprite1.Y < Sprite2.Y

    > Move Sprite1 to Bottom of Layer

    This is working as intended. However when i add more sprites to the mix it gets a bit loco. Here are some images imgur.com/a/aNh51

    I understand what is happening, but I'm not sure of a good approach to get this working.

    Thanks in advance for any advice.

  • Because having so many inputs makes the game lag, more so for the peer. Its too much bandwidth, Making the game unplayable and unfair.

    Im not an expert, but ive played around with the multiplayer object enough. It seems to me that a peer to peer connection, just does not cut it for real time.

  • Hi, My name is Adam. I'm looking to form a team of aspiring individuals to start a new project. This will be a 'spare time' sort of venture, without profit in mind.

    As a team we will decide on what type of game we would like to create, take it at our own pace, and hopefully have fun doing so. Meeting often via voice chat to discuss development progress.

    I am mainly a 2D Artist, however, i have a wider range of skills including sound design, animation and some coding experience.

    What's needed?

    - 1 or 2 Code Monkey's

    • Button pressers.

    - 1 Artist

    • Draw stuff.

    - 1 Animator

    • Make things move.

    If you qualify for any of the above positions, don't hesitate to give me a pm.

    As you can probably tell i got a bit bored of writing, so ill save the wall of text for us to discuss as a team. I'd like to get started as soon as possible, so please let me know if you're interested before the 12th of October. Please provide some example's of work.

    Thanks, I Look forward to hearing from you!

  • Thanks! im on it.