GenkiGenga's Forum Posts

  • Haha, sorry dznerpro.

    Let me try again. If you create an object on Layout 1 and give it persist behaviour. It will exist on Layout 1 but not Layout 2 (unless you create it when you switch to another layout).

    The angle works because it is based off a global variable.

    Here is a different approach. Instead of spawning many filler objects lets just rotate half of the circle and cover it up when we need to.

    https://db.tt/mUjwjjkG

    To show you how to do it, I just quickly adjusted the circle sprite in c2 and so it looks a bit funny. To make it smoother, you need to fix the graphics yourself (make sure the halves are actually half of the circle etc).

    All of the persist behaviour is gone.

  • Thanks for the advice everyone, I had a feeling it wasn't a bug. The reasoning makes sense I was just trying to prepare the game for the worst and couldn't figure it out. I've added the 'on peer disconnect' condition and its working fine now.

    Still, might check out that old banger when I get the chance, lol.

  • Hey aforster,

    https://db.tt/vzToTF7q This should get you started, its how you can deal with the control side of things.

    The rest is doable, I suggest checking out all the platforming tutorials you can get your hands on. Might seem a little hard at first but you'll pick it up quickly im sure.

  • https://db.tt/oNeL3Qsp

    Here is a simple example cap if you would like to see it for yourself. Just open two windows side by side and press the button a bunch of times. Works well with lower latency simulations but with a 10 second delay it breaks pretty quickly.

  • Hey hgr,

    "Tiled background objects" are just used for repeating objects like a background or wall. If you want to stretch object it has to be a "sprite object".

  • Its not a problem in your code, its just the way persist behaviour works.

    For each of your layouts the ball is persisting but your logic is to spawn a filler every 1 second on the active layout. When you switch layout its not bringing those filler objects as well because you aren't directing it to.

    If instead you gave your ball a filler variable instead and then compared that variable to decide how much of the object was covered it would work that way. That's why the angle is persisting in the example.

    Creating an object and just giving it persist will mean that the object will persist on THAT layout only.

  • C2s image editor is handy, but for me things are a lot faster if you handle your graphics outside of c2 (like in paint, photoshop etc) and then import them in. Can still be handy for touch ups if you notice minor imperfections.

  • Hey Ex. In general, building a game for mobile without a testing device is extremely risky. You could easily find that after many hours spent programming it doesn't function how you intended it to. Not wanting to deter you just a word of warning.

  • Hey guys, just wanted to see if anyone has been playing with simulating latency and experiencing missing messages sent between host and peer.

    Perhaps I am understanding it wrong but if I send a reliable ordered message and it isn't received, shouldn't it keep on sending it until it is received?

    What I am finding is that if I simulate latency around 10 seconds that these reliable messages aren't that reliable anymore. Perhaps its a problem with how c2 simulates latency?

    From the manual under simulate latency it says, "The packet loss indicates the chance an unreliable message is lost entirely, or in the case of reliable messages that retransmission is necessary and the latency is multiplied." I'm just wondering why my reliable messages are being lost if that is the case.

    Anyone have a similar experience or advice on this issue?

  • Hey Greg. Here is a simple solution for it. https://db.tt/TP5TBqAG

  • Hey marcel, looks pretty good so far. Ran smooth in safari on my iphone 4s. Keep up the good work.

  • Looking good, love your character. Really cool style.

  • Hey Neo,

    Using Sync object is an easy way to keep the position and variables of objects in a multiplayer game the same but its not built to do extra things like keeping the layout the same (unless you make it so by using an object as a source for your triggers) which I wouldn't recommend.

    What you need to do is create a set of events that are shared with both the peer and the host.

    Take another look at the multiplayer tutorials again, in particular the section that focuses on sending messages between the peer and host. I'm sorry its not very easy to explain but I hope it helps.

  • haha no problem, i hate when that happens

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  • No worries kms. That's a good question, I would expect that it depends on the antivirus software itself whether it shows some kind of message giving you the chance to unblock it but I'm not 100 percent sure to be honest.