heromedel's Forum Posts

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  • I have spent a lot of time working with construct2 and many other tools. I have worked with game design companies and have a lot of experience with bug testing and producing.

    Currently however I am work from home and have a lot of free time and miss working with a team. Free or paid or any compensation is up to you if I am joining your project. I can help with design, art, sound or acquiring assets from else were.

    I would prefer to work with someone who wants to see a project through to completion and publish it but I am willing to help with small projects if that's what you need.

    I also have a great idea on how to form a new team for a whole new project and act as that teams producer but I am not sure how many people on here have interest in forming a new team. So I don't want to post a wall of text.

    Comment or PM me if interested.

  • Your link says it is expired. I am curious if anyone responded to you. I am looking to get more practice working with other people instead of only on my own projects.

  • Wait so if my host can handle 200 or 400 objects on a large layout and then my peer gets laggy there is no way for me to let the host continue to do so but without bogging down the peer with syncing info on far away objects.

    All I wanted to do was find away to be like

    if object is within 500 pixels of peer then sync object

    else don't sync object

    But my guess and after reading this it appears this wont work or would be buggy and would stop syncing to all peers or something.

  • Awesome thanks. I hope you know a bit about the multiplayer function.

  • The bad news is I'm not going to give it the vote just because you used construct 2. Even though I would love for us amateur, indie developers to stick together.

    The good news is after looking at the planned features and description it looks like you might be hitting my favorite genre right on the head, survival, rougelike, with some action.

    You Got My Vote. PM me if you'd like any help on your project.

  • I am new to working with multiplayer and my code got messy fast, very simple start to a game but already having issues.

    The number one issues that is bugging me at the moment is a slight jerk in the movement right after one of the larger pumpkins spawns a smaller one on the peer side but not host side.

    Second would be fixing the view following host and peer.

    But anyway it would be awesome if someone could go through the file and leave comments in it on how to improve the code and maybe on dealing with future lag or bugs. Please.

    http://www.filedropper.com/nmlmp009

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  • How do I stop them when I click on an object?

    I'm a little tired right now so sorry if this answer is wrong, also sorry for replying late.

    Do you want them to stay popped up or not pop back up. I'll assume stay down.

    I think you would need a local variable like onHit and set it to zero or false to begin with.

    So it could be like: Every random(0,1) seconds

    onHit = false set visible

    now when you hit the mole set onHit to True and it shouldn't pop up anymore. Then you could also play like an animation or sound effect or explosion to mark that you got a hit and set the moles invisible and it should stop popping up.

    Edit: Another possibly easier option would be to just destroy the mole.

    On hit mole destroy

  • glad to help

  • That would only work for what he wants if he plans to destroy the snailEnemy the second it touches the goal. I imagined he wanted the snailEnemy to continue existing maybe do a victory dance or something while the global count of how many are in the race can still tick downwards.

  • I think that looks like it could work as a whack mole, but I would set the every 2.0 seconds for example to every random(1)+1 this would make it between 1 and 2 seconds or you could random(2)+1 which would be between 1 and 3 seconds. same as random(1,3)

    just figured you might like it more random.

  • I would make a global variable called "snailEnemyCount" by right clicking in the event editor and choosing add global variable

    then make an event "on system start." set global/local choose "snailEnemyCount" and then type snailEnemy.Count

    then as new event snailEnemy - is overlaping and then choose goal.

    system set global/local snailEnemyCount = snailEnemyCount-1

    finally an event for snailEnemyCount = 0 restart layout

    hope I explained it well and hope it helps. Also I have no idea about your bug.

  • Thanks I'll try it

    Update: looks good and seams to be working better thanks.

  • Sounds like a variable would work. When hit by a laser have the variable tick up one. Like self.absorb +1 and then when a laser destroys it right before the destroy event have it spawn a bullet maybe with a repeat equal to .absorb. So if absorb is at 6 then repeat create bullet 6 times and then figure out how your going to handle angles.

    so to recap I would handle it like

    local variable "absorb"

    when hit by laser add 1 to absorb

    when destroyed system - create object- bullet (repeat "absorb" times)

  • I have some basic mobs moving in a random fashion.

    Using round(random(3)+1) also tried round(random(1,4))

    for 1 self.Y-16

    for 2 self.X+16

    for 3 self.Y+16

    for 4 self.X-16

    but they tend to drift to the right and slightly downward, cloistering in a corner. Seams like the random roll is giving preference for 2 and 3. Should I do it differently like using floor instead of round? or some other way to not have it leaning.

    Update: Floor made it worse I think.