Jayjay's Forum Posts

  • Well, clicking the X at the top of the window for the second layout works fine, so you may need to leave it as that in the mean time. I'll look into another solution for you, and post it here if I find one.

  • Rather than move the player, why not use animation frames to move the gun back with image points? I think actually moving the whole player or screen is better left for explosions and rockets only.

  • Can you post a cap showing us what you mean?

  • Yet another question (yep, I am really new <img src="smileys/smiley36.gif" border="0" align="middle" /> )

    in the formel (or script, whatever it is called) it says 'grid' and when I am trying to replicate the line it tells me to define 'grid', what should I type? haha

    floor(MouseY/global('grid'))*global('grid')+global('grid')/2

    global('[text]') means the global variable [text]. In this case, it's trying to make a new global variable named grid as it does not exist yet in your project. Global variables stay at their set value between all layouts/levels so they are basically named values. However, you can use events to change the value if you need to.

    In this case, you can replace the whole global('grid') section with a number size that you want for your grid size, or go ahead and define it.

    Hope that helps!

  • newt

    I'm not sure what I'd be looping in this case to pick the correct object when there might be multiple instances of it on screen?

    Jayjay

    I knew about the Create Object by Name, didn't know it did that though. It'd be useful if it were just a few guns and all I was doing was a quick Power calculation, but I'm also setting a Character ID, an Attack Type, and an Element, and doing a further modifier on the Power in the case of a certain status condition. Also, your suggestion pretty much equates to the same thing as Example B, except it'd be a bit more unreadable having it all in one long event due to the amount of weapons and variables that are to be involved.

    Ahh okay, well then Example B is the only option I guess, if it was a simple 1 line calculation for each it wouldn't be so bad.

  • There is a system expression that reads like "Create by name", use that and then put an action for each type of gun to set its power to the math you use. For some reason this only selects the object you just created, might be the way "Create by name" works.

    Note that actions which apply to a family the object created by name is in do not affect the created object. Again, I don't know why.

  • Thanks alot. That solution seems simple but it works perfectly. Guess sometimes you don't see the most practical things too quickly. <img src="smileys/smiley4.gif" border="0" align="middle" />

    No problem, glad it's working out <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Pretty cool, maybe add an animation so that your sword gets blood on it after killing a zombie for a few seconds.

  • Global variables remain the same between layouts, so if it goes up to 5 it will stay that way as long as the game is open, or you use a "Set global variable" action to change it.

    However, the default value only applys when the program first starts. So no, chaning the default value of a global variable is not possible.

    You could just try having another global variable called "defaultshield" and then on the start of layout set "shield" to "defaultshield". Then you just increase defaultshield to 5 as well as shield.

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  • Jayjay - I'll make the update and test it out..hopefully it solves the problem..if not I'll have to dig deeper with wireshark and maybe do another testing session with you.

    Okay, good luck SciDave.

  • Hi Jayjay,

    Am I correct that it only affects when initially establishing a connection? If that is the case, I think it can be solved with updating how the server assigned player numbers and also smartly not sending a flood of packets to all incoming clients when they are trying to join up. I've run into an odd bug where I can't get the server to send an update to just the current client...haven't had time to troubleshoot yet. I'll give it an hour or so this weekend and see if I can't find a solution. :-)

    Nope, this will fling any information sent back and forth once a packet has dropped. This may be a packet dropping occuring each time, but it still happens to all subsequent data.

  • Hey SciDave, how's that packet loss bug looking?

  • Hmm... Server can't send message?

    My suggestions:

    - Add condition "on server full"

    - 3rd Parameter of action "connect" can use any channel without not listed. For example: 1-st and 8-th channel is used.

    - add condition "on server host" and "on server host failed".

    The server can send messages, take a look at my Server cap from Pixel People Online.

    Those suggestions would be nice though, right now the only way to tell the user it's full is to say "Can't connect, is the server full?" when connection fails.

    I think you can use the other channels already, but the 4 listed behave in special ways if I'm reading what SciDave wrote correctly.

  • Cool! Thanks for the info. Gonna start asap :)

    The fluids are physics objects, one water and one lava and they interact with the game until they hit the ocean.

    No problem, and ok, does the water and lava get created randomly, or in certain positions?

    If it's randomly positioned, send a packet "Spawn:Type:SpawnX:SpawnY" which then creates the type of liquid, and then you don't need to send every X and Y co-ordinate for each particle.

    If it's constant positions in the map, then just send the positions of all the other objects.

    However, if the water and lava need to be 100% accurate, then you're probably going to take a slow-down positioning each object.

  • Hi everyone! I haven't tried this plugin yet since it was said to be for turn-based games and not fast shooters. Im making a fast and heavy shooter game and wonder if it'd work on LAN with this plugin.

    I was hoping for Davo/Arsonide's Raknet plugin to be released sometime in the future. But until then is it meaningful to try this plugin together with smart programming.

    My game will have large backgrounds, advanced physics with fluids, alot of bullets in the air and destructible terrain.

    :)

    If you can compress how much data you're sending each tick, and do some basic lag compensation, I think the plugin will work fine for that.

    EG: Instead of sending every objects position all the time for the physics objects, just send their position and velocities after hiting something. And if your fluids are only graphical, they can afford to look slightly different on each computer

    You can grab the source to a "Casual MMO" I made here if you want to see ways to use plugin.

    Right now there is a pretty bad bug over the internet however, the instant someone starts losing packets everybody starts repeating the same messages to each other tonnes of times. This seems to depend on either connection quality, or connection speed, but I'm not sure which. You want to make your game LAN so it shouldn't be a problem (even wireless is fine).