jayderyu's Forum Posts

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  • Well for such a critical feature to your game and posting in "Help Wanted" section rather than the "How Do I". Are you offering anything?

  • Fimbul

    I'm betting Ashley is cooking up a simple P2P set of game protocols. I'm hoping there will be latency handling and predetermine positioning though.

  • They are unplayable if there is no latency handling. While nothing can be done until the next packet comes in; once the packet arrives the message can be ignored to prevent screwing up and using the next most up to date state.

    However my C2 test multiplayer game ran fine unless the player had poor ISP connection. Almost the entire RTS genre runs on TCP, old and new MMO still use TCP even for there PvP. I've never argued that UDP performs better. I'm arguing that posts saying TCP can't do real-time are misinformation.

    Now here is what the two above posts can never prove

    Real Time TCP Games

    Guild Wars(has PvP)

    Guild Wars 2(has large scale PvP)

    Age of Empire(has PvP)

    World of Warcraft(has PvP)

    Star Craft(has PvP)

    ... there are many more, but these are some of the bigger names.

    That this small list of realtime pvp games fail at doing real-time. It's impossible that the all the nay saying posts can't do. And all the nay saying posts haver never actively proved there claims.

    As a nail

    now how about stop making claims and prove that my posts are wrong? I'm not saying UDP isn't better, I'm saying and have proven many times that TCP will pass under most games. Yet nothing but statements says the contrary

    Again the games will fail for games like Street Fighter and precision based shooters likes Call of Duty.

    I'm also not saying that Ashley should make a TCP server/client structure. If the Ash wants to weight I'm fine by that. But there are options now and people should not be dissuaded by misinformation to make that choice.

  • mrchay

    I played around with various games. I found the only that worked was the the smallest one I had. None of the others worked. So i'm starting to play around with what could be causing the crashing out.

    After a few hours I found that the program crashes with the Audio plugin... that sorta ****** But it's good to know what's not working. So critical though. Could it be the srcapk just doesn't support audio and thats why audio isn't working for me?

    Is audio working for anyone else using this build system?

  • Are you sure you got that right.

    On Touched will only trigger once

    Is Touching will trigger every tick

    On Pressed should only trigger once between a down and up.

    Where as Is Down will trigger every tick.

    As for Ouya I can't say what they are doing. Is it stanadard. i don't know, but I know Ouya controller has some odd quircks that aren't standard.

    Zharzew

    can we see a sample capx of the problem.

  • You can move the walls outside the layout. The layout only is only a virtual definition of the game play size. In theory you can unbind the visual lock and see out side. So there isn't aproblem if your walls exist outside the layout.

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  • It's prefectly fine. The NodeWebkit export is great.

  • Here Multi Touch. Super helpful information here :) Enjoy

  • as another alternative

    var nextTime

    var timedelay

    On start of Layout

    nextTime = time + timedelay

    Event: nextTime <= time

    do your creation

    nextTime = time + timedelay

  • Well a couple of questions.

    1. do you manually move the ball with a set.xy at any point.

    If you do I suggest examining these.

    2. Is your ball only moving due to bullet instructiosn.

    If yes. no worries it's a good step :)

    3. Thicken you walls. At certain velocity the ball can move fast enough on the logic level to pass through part of a thin wall.

    Thicken the wall. If you need to hide the thick wall then put an image to hide the thicker wall.

  • This is related to the OS directly. There is no way to do it by way of any game. My suggestion is to continue to do google search to disable sticky keys.

  • Done. Also you should add Paint.net and Inkscape, I don't use Photoshop, Gimp or illustrator. And Paint.net and Inkscape are popular enough to be categorized with the Gimp level.

    I can't imagine many people would use the browser for mobile. There is clearly far more interested to have the game wrapped rather than run on the mobile safari or chrome.So no, it's not the real deal. Otherwise we wouldn't be getting a lot of complaints on the matter in the prior months.

  • Just a thought.

    Open your project.

    Create your sprite.

    Do your sprite edit in the image editor that comes up.

    Close but do not hit the "save" button/s.

    Save your project

    I'm wondering if the error coming up might be because the appropriate file place holder or directory hasn't been written. Keep in mind that any image editing done in C2 does not need be "saved" in the image editor. The 'save" in the image editor saves the image as an export away from C2 project. A personal back up of sorts and not part of the project.

  • newt and stevefromio have good points.

    C2 isn't an IDE with access to an api. it's an incredible object auto completion game engine by building blocks. On top of the that it's methods of distributions are very well done.

    To be honest the toolset probably should be more than what it is. But for the price it's an incredible tool.

    And to put an extra concering the IDE. Program a plugin. By writing a plugic which is personal code. Then the code can be used in C2 with no syntax errors. It's an amazing tool.

    The only downside is that there isn't enough support for GUI or WebApps. In fact if C2 could export to other languages like PHP I would probably just use C2 for almost everything :D almost.