j0schi's Forum Posts

  • one solution could be:

    you loop the spinning animation (set loop to yes)

    you add a object variable "jumping" set it to 1

    is on floor set objectvariable to 0

    platform is falling AND objectvariable jumping = 0 then play animation falling

    hope that helps

    regards

  • i dont think this is perfectly possible or even usefull as all objects check for collission and collide with each other... i think i cant be of much help here, as i dont get the use of it <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    some approach:

    https://drive.kyberon.net/index.php/s/1FPhBAiihCmSqnJ pw: test

    sorry i couldnt be of more help here, but i would suggest to approach this from another direction

    regards

    Patrick

  • regarding the 2nd suggestiion you can also work with distance traveled (set the starting xy for each ball and calculate the distance to the current position) or with the proportion of that to the distance to the rhomb its just math XD can you provide a capx?

  • thats perfectly right VIKINGS especially as HTML is still pretty recource hungry danul777 i suggest you read https://www.scirra.com/manual/134/performance-tips

    regards

    Patrick

  • You could add another condition to Set animation to "jumpfromstand"

    -> http://gyazo.com/f5549fd9119c509df23e178b18eb1db3 jumpfromrun is NOT playing

    Regards

    Patrick

  • Object set angle towards object x y

    Example: http://gyazo.com/49ca7fb27ba42d704e25254e9a73a682

  • hi

    for your first question: work with room names.

    Join room USER INPUT ROOM NAME for game GAMENAME instance INSTANCENAME[/code:22bqwroc]
    
    so the game name and instance name must be the same for every player. but instead of a given room name the player can input the room name itself. when two players enter the same roomname they end up in the same room given, the room isent full
    
    regards
  • Hi,

    you have to capture the start datetime of a timer and save it with LocalStorrage.

    then you have to compare the start datetime with the actual date.

    you can do this in different ways. one way would be to make a ajaxrequest to a php file, which returns the current date (pretty easy)

    another way would be to use https://www.scirra.com/tutorials/940/ho ... -a-project

    i personally would use the php and work directly with unix time stamp.

    kind regards

    Patrick

  • for a 2d engine that are plenty of resources to use... also it seems to be pretty strong, more than most casual players will have... keep that in mind

  • i am not entirely sure but i think pin would not work here, as the rhomb does not move...

    my approach would be to set the oject scale of the balls and move them closer to the center...

    something like

    each x seconds  balls set scale to balls.scale -0.05
                    balls move 1px at angle angle(balls.x,balls.y,rhomb.x,rhomb.y) [/code:m11rrn8f]
    
    but thats when the balls are not in motion... you can also try to use a force on the balls directing to the center of the rhomb and as closer they get the lower is the scale 
    [code:m11rrn8f]balls set scale to distance(balls.x,balls.y,rhomb.x,rhomb.y)/100[/code:m11rrn8f]
    
    hope that helps
    kind regards 
    Patrick
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  • Hi Folks,

    I use the following simple formular to calculate the absolute positon of a touch relative to the size of the canvas window:

    Touch.AbsoluteX/(WindowWidth/1280)[/code:8fkdz5tq]
    screenshot: [url=http://gyazo.com/55bf28b8fceb6c3767333e788df5e85d]http://gyazo.com/55bf28b8fceb6c3767333e788df5e85d[/url]
    (my project is 1280 px width)
    
    which works like a charm on my desktop in every possible window size! 
    
    the problem is it does not work on mobile! for example if i test on my z1 compact (which has a 1280px width screen) the most right position is displayed with 640. which is exact halv.  but the formular should return 1280/(1280/1280) = 1280!
    i am helpless here <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> ive get similar results if i test on my s2... but on desktops i can resize windows as i want, everything gets calculated fine with every windowsize...
    
    Kind Regards 
    Patrick
  • No Suggestions on this topic? Looks like i will make a turn based game for now

    Thanks to all who read this thread and gave it a thought

  • Update: With local input prediction it is relativly fine but the jump seems to be pretty awkward. as the sprite falls it decreases its falling speed as nearer it gets to the ground... is this a bug? it makes sense for 8 directions but not for the platform behavior.

    regards

    Patrick

  • I think those issues where adressed many month ago... still there seems to be no fix yet. commented again, maybe it will move something...

    for the other topic, pro / con c2:

    I love construct. Because it enables me to live out my childhood dreams to programm games without to much learning / time investment. but construct is merly more than a tool to make very simple games or good prototypes for prove of concept and that makes me kind of sad.

    at some point or another you will run into problems which you cant fix.

    besites of the jitter/jank/framelags that are arround for ages whcih makes all games pretty unsmoth (a problem for every html 5 app) my curret problem is with the multiplayer input lag. for turn based games, construct is the best you can get. but for anything fast... its just not there jet.

    Other problems are with audi... laggy for the first time play of a sound and several other issues (volume on android and so on)

    but i really hope it will reach a point in the future where you can make high quality games with construct. and i am sure ashley is working hard on this...

    i will be there to make one when the time hast come

    kind regards

    Patrick

  • Hi,

    currently i am working on a multiplayer platformer.

    That said i am experiencing 2 big problems which i cant find a solution for.

    1) i have several fast moving objects. syncing those without lag is only possible with the lan mode and high precision.

    http://gyazo.com/a425e76fd4ef1728ca6159486162b0cb

    that works relativly fine, but it eats a shitload of bandwidth so i cant move arround many objects at once or have to destroi the bullets quickly.

    also if i use internet mode it seems that the bullets get destroyed before they reach the target. at least on the peer site, for the host everything looks fine. so it seems that the object uses the 80ms buffer while flying, but not on destroyed... that looks a little awkward as it seems the bullets disapear rather than impact.

    2) the second and the bigger problem is with the input lag. as the movement prediction doesn`t work for the platform behavior one can feel the lag when pressing a key. the problem gets bigger when the game is played over internet and not lan. its not much but enought to be annoying. so what is the right way to do this?

    Current peer setup: http://gyazo.com/5997b57346045d57dd016d6cefd46b91

    Hostprocessing: http://gyazo.com/74789ba6396edf74eda54d5dc789e818

    Sync: http://gyazo.com/b03e7c39b1bf56e526679064dce8f6a7

    2 is by far the bigger problem as i can cover the disapearing bullets with exploisions.

    currently i doubt that it is possible to make a good quality real time multiplayer game with the given tools. i hope you can prrove me wrong!

    is it a possibility that each client processes his own movements, his own bullets and the host just syncs to the other clients and the enemy hp/bullets?

    that would solve part of the problem but i i understand it correctly the host can only sync objects to the client, not the other way arround?

    i am gratefull for any tipps on this topic!

    kind regards

    Patrick