jayderyu's Forum Posts

  • LucasTorres

    Please provide more details. Local MP, Online MP, Turn based, realtime, reasonable time. What kind of multiplayer. The method and solutions can vary depending on what your looking for.

    For all them, the answer is yes, but the amount of work will vary greatly.

  • JoyfulDreamer

    Do you have any quirky adventure'ish music. Similar to Angry birds style.

  • Kirosaki

    Free sprites and backgrounds are always appreciated. Your works will be very helpful :)

  • philx bit of an old thread :P I think this was back when using the Drag and Drop behaviour was required. So going over this.

    "The drag and drop feature follows where the object was grabbed."

    This would mean that when touching the object. The object will not center on where the touch occurred. So even increase the collision mask which is no different than effect of a different sized sprite. Will result in no control. Also with all of that. If you manually set the position of D&D object while dragging. The object will end up going screwy by constantly being re-rendered in two different locations on alternating ticks.

    Now of course this was 6 months ago. I'm not sure if the D&D behaviour has any kind of changes. Maybe there is now an option that will snap the D&D to the point of touch. Which would make your point of increasing the collision mask work.

    These days however Touch.touchID has been added and the use of D&D is not required. Since we are not using the D&D grab and drag where touching. We have the option to manually move the object without anything going screwy. So increase the collision mask will have perfectly fine results. There usually is no one solution. Just keep in mind that collision mask is the only part of the sprite that touch matters. Not the image of the sprite. So a larger collision is no different than a larger sprite. except for the size of the image :)

    I found as long as the trinity of Events are met. I haven't seen any problem with implementation, but I could be over looking something :)

    If your interested for how to do touch based joysticks there is a tutorial you can search for :)

    scirra.com/tutorials/398/touch-stick-controllers

  • Yes, As long as your the only one using the software. This get's asked occasionally :P

  • I wouldn't say you cant do what you want, but you will need to be a little more creative. This is for Photon, I couldn't find what you would want with the multiplayer one.

    A. Create a Webplayer sprite.

    B. This sprite is never actually part of game play. maybe it's a logo in the corner to represent the player face. Maybe it's off screen. Whatever, it's not actually going to be used as a game piece. Also make it global so it does not get reset between layouts.

    C. have a Dictionary Object called Message

    D. Set all your data values for transmission in your Message.

    E. Webplayer.SendTextMessage( Message.toJSON )

    on the recieving side

    Webplayer.OnReceivedMessage

    Message.importJSON( webplayersprite.photonclient.message )

    *** cough, reverse the import

    also a tip for you Message Dictionary. You Dictionary should have two parts of a structure.

    Always include this

    Action

    Player

    Room

    follow up with what ever information you need

    figure.owner

    figure.moveto xy

    figure.action

    or

    text for chat message....

    of course you will need to do all message handling yourself. No way to get around that.

    umm. as for Rooms. Well there looks to be room(join/leave), but I saw no actions to support it. So you will need to add that to your text message handling.

    .

    .

    .

    .

    .

    Alternatively and very hesitantly. I might part with my photonclient I was toying around with. I do mean toying, as it's not meant for release and never meant to be released.

    It already supports Join/Leave rooms, and is a plugin not a behaviour.

    Data is packed into a Variadic params that "Function" uses. and is accessed by PhotonClient.Param(#) similar to Function.Param(#).

    Based on Event Registration. So your action/command is already expressed with the message.

    • On 'GAME' Startup

    -- Client.RegisterEvent(#)

    -Client OnEvent

    -- Client.CompareEvent = #

    however, I'm not sure I'm ready to part with it. It's

    A. Not done

    B. prone to a lot of terrible code(in the js)

    C. prone to errors

    D. some Events/Actions are 'in', but do nothing

    E. possible complete upheavle leaving the high possiblity that you would need to wipe all your photonclient work and re-do it.

    F. Requires you to run your own server as it does not use PhotonCloud

    G. I may and likely will drop Photon in favour of NodeJS ActionHero or Tycho.

    H. I'm not likely to support it out side of a few basic questions.

    I. No work done on RoomLists. so there is no way manage room details.

    Your probably better of using Velotjet and working around it. While overall the MP is not ideal. It is workable, just a lot of work. I'm sure Velotjet will get the ultimate networking code running sooner or later. We have a lot of network faith in his efforts :)

  • thehen, nice link. I find that amusing however. That looks like the creator is psema4. He is currently working on getting HTMl5/JS game running on the Ouya. By using the Chormium webkit as the wrapper.

    This strikes me that psema4, has keen interest on working with html5/js and open game consoles. :P

    forums.ouya.tv/discussion/comment/8897

  • If it's linux, can't you do export for nodewebkit? I know what the Pi is, but I don't know a lot of details.

  • C2 as of this time has no robust networking api. There is also no C2 server technology yet... however there is promising hope down the road....... sometime down the road. However we currently do have

    Websocket

    Socket.io

    these paths will require you to program a server backend. As they are only client communications

    Velotjet has(http://www.scirra.com/forum/behavior-multiplayer-online-demo_topic61563_page1.html)

    Photon Cloud Behaviour

    Multiplayer plugin

    These are more robust and include more room options and you can create a game using this providing you know there isn't going to be server side logic. I'm prone to detail errors on this

  • I think I know what your asking. If I'm wrong. Sorry, but your 3rd paragraph is throwing me.

    search = int(tokenat(List.SelectedText,0,",") )

    xIndex = Array.indexof(search)

    xpos = Array.At(xIndex, 0)

    ypos = Array.At(xIndex, 1)

    you will have to validate both values. but I think this is the direction your looking at.

  • uumm

    "if (condition A and condition B and condition C) or (condition D)"

    Compare two Value

    condition:   (a=b & b=c & c=d) | a=d

    comparative: =

    vale:        1

    something like that, I personally wouldn't want to type that out in C2 small box, but that would be it or along those lines.

  • Hello, here with another problem with my tile game. After testing the game on an ipad I came to the horror. The game was just playable. However, this left 7" and lower in the lurch. So I thought why not use zoom.

    And that's where it went all kinds of wacky. Zoom doesn't zoom where pressed, the tiles move right over each other causing wacky behaviour. I'm trying the CanvasToLayer, but that doesn't seem to be working :(

    I would appreciate it if some one can take a look and spot the problem :)

    docs.google.com/file/d/0B0V2EvCXNzYUTUQwUGg5Umt6Vzg/edit

    How it is suppose to work

    * Touching/clicking on the play area starts to zoom in at the point of pressed

    * Release zooms out

    * tiles should remain on there X or Y axis rather than floating anywhere on the board.

    edit: removed easetween behaviour

  • I think the game is pretty good puzzle kind of game

    however, maybe adding a move where Do makes quick Dash, with a Rainbow trailing behind? could help with some of the tougher puzzles :)

    also the game had a very long load time.

    • Set TiledBg width: clamp(TiledBg.width + 1, minWidth , maxWidth)

    and for the lower

    • Set TiledBg width: clamp(TiledBg.width - 1, minWidth , maxWidth)

    clamp(x, lower, upper) is by the far the easiest way to handle return of lower and upper limitations.

    however, i'm surprised your buttons to change your slider. I always found it to be more intuitive to use a drag model.

    for simple sample this assumes that all your objects center points are on the left side rather than the center. also the sample uses touch, but you can use mouse. However, I find touch to be a lovely action for when the mouse is being pressed anyways :)

    give the dragborder/box the variable touchid and set default to -1

    dragborder.touchid = -1

    when the touch or mouse is on the meter frame

    onTouch dragborder

    -- dragborder = touch.touchid

    while the right touch id is touching the screen

    isTouching

    dragborder.touchid = touch.touchid

    -- meterbar.width = clamp(touch.x, dragborder.x, dragborder.x + dragborder.width)

    --meterbar.value = (meterbar.width / dragborder.width) * 100

    when the touch event is released

    on any touch end

    dragborder.touchid = touch.touchid

    -- dragborder.touchid = -1

    -- meterbar.value = meterbar.value = (meterbar.width / dragborder.width) * 100

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • i like them. thanks for sharing :)