lennaert's Forum Posts

  • Okay, sure - I guess that makes somewhat sense of the issue that I'm facing. However, how - if at all possible - can I control multiple units of the same type object, per peer?

    I mean that, for my game, each player should be able to have multiple "worker", which I somehow must sync their position, state and perhaps a few other properties, e.g. health.

    Yes that definitely works, I have a template in the arcade with downloadable capx

    https://www.scirra.com/arcade/multiplay ... -746?cp=12

  • Perhaps split up the animation

    Frame 0 to 12 "first_part"

    Frame 13 to X "second_part"

    Event

    .....

    action

    Start the animation "first_part" because of what ever reason

    Event

    On animation "first_part" finished

    action

    fire the arrow

    Start animation "second_apart"

  • event:

    On start of layout

    sub event

    for each sprite

    action

    sprite set frame floor(random(0,sprite.AmimationFrameCount))

  • When copying a link from your public dropbox, it looks like this:

    https://www.dropbox.com/s/utws2mjfpgcoo ... t.png?dl=0

    Clicking that link will take you to the dropbox download page ....

    but if you change the last 0 to a 1:

    https://www.dropbox.com/s/utws2mjfpgcoo ... t.png?dl=1

    it becomes an instant download

  • Store them in an array perhaps:

    save:

    event

    For each sprite

    action

    push front of array, set x = sprite.asjson

    load:

    event

    for 0 to array.width-1

    action

    create sprite on 0,0

    set sprite from json string array.at(loopindex)

    The array can be stored in a local storage if need be.

    edit: subevent meant to be actions

  • With multiple units of the same family/object you can not associate objects with peerid, that only works if each peer has just one of those objects.

  • Using a frame number for a trigger is unreliable as the the framerate could be low, making it skip frames.

    You could narrow it down a bit with making it something like frame > 13 combined with a trigger once.

    But personally I would use an user interaction, such as key press or touch etc.

  • Sorry I also don't know what you did

    I could check my crystal ball ... But sadly I'm no fortune teller ...

    However ..... If you post a link to your capx ... I wouldnt mind taking a look.

  • In your php script, how do you refer to the values?

    You should be using $_POST

    If that other method works, your perhaps using $_GET

    Edit: whoops missed that

    No, it's not a bug, you are trying to POST but you are then referencing $_GET[] array, the reason it's working there is that you are effectively formulating a GET request, try switching _GET[] to _POST[]

  • In the console, check the network tab, and look for the adressss you use in the ajax request.

    Also, you can use an event to detect of your ajax request has been done, and or an event to catch an error.

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  • How about pinning the player to the floor when he is not moving, and disable the pin when moving.

    Simple, yet effective

  • It's a bit of a meager description your providing here .... an example would do wonders ...

    Anyways, it sounds like you could do with something like:

    When space station rotates x degrees, apply same rotational angle to whatever needs to rotate too,

  • lennaert

    Yes, I totally get that, but if you want to ensure that the order of picking is truly random then using int will more often push the first and last number to the back of the sequence; using floor should eliminate that bias.

    Very true !!

    Floor combined with the +1 would indeed make it more accurate (or rather random hehe)

  • Otherwise the first and last number will be picked half as often as every other number.

    The concept of this is that it eventually every number in the range will get picked (even if its just at the end ^_^)

    This is a rather silly petition, really .....

    Ashley

    Just get your Exporters working as intended, then your subscription model will definitely be worth it.