lennaert's Forum Posts

  • > 1. well .. that depends ... I could imagine a quick and dirty trainer if you don''t use some sort of token for client identification.

    > Meaning I could perhaps create my own peer, which sends commands / action periodically.

    >

    > 2. People get the client, right ? and they use this to play the game .... the host is provided by you

    >

    > Just saying

    >

    1. users must register and i check everything in host game and host check things with database so game actually happens in host users just send inputs !

    2. if they do that doesn't have anything for them and maybe better for me because they don't have host so they can not use my game to sell stuff like gems, gold,... .

    Sounds well planned !!

    Do you have anything running atm ? I wouldnt mind taking a look

  • 1. well .. that depends ... I could imagine a quick and dirty trainer if you don''t use some sort of token for client identification.

    Meaning I could perhaps create my own peer, which sends commands / action periodically.

    2. People get the client, right ? and they use this to play the game .... the host is provided by you

    Just saying

  • Construct logo keychain/ring thingy

    I'd take one >_>

  • The server will not determine the speed of your connections.

    The player to player network connection quality will determine the lagg they experience.

    My suggestion would not be to run the server as a game host yourself, but find a better game implementation where the host is part of the regular gameplay.

    Ofc you can find and work implementations with frames and browsers and what not ... to be the game host and serve that in browsers ....

    But I believe the limit for webrtc connections on a server is 256; which imo would be a waste of server to support so few.

  • Well, could be I'm missing something with Scale inner.

    I generally apply that with scale outer, not really a fan of scale inner, as you can miss pieces of the layout

  • Just pin them to the swarmer your moving ?

  • Well for statements sake, i where hoping to do this swarming with roughly 100 units, but with even a low number as low as 20-30 it kinda chokes the lifeforce out of the game ^^ im thinking i gotta find a more effectiv way, preformance wise.

    For starters, I wouldnt want to have all 100 trying the same at the same time

    give them some delays when they want to check, preferably randomly

  • >

    > > That depends really ... as the loop would merely consist of 1 for each going through the node sprites,

    > >

    > > No idea how that pans out in performance with nested loops verses the pin node images ... would have to try.

    > >

    > > But the approach ... is many times more easily to apply, with more variation options.

    > >

    >

    The way I see it with the nested loop you would only do the calculations of distance, while with the pinning, you would do the pinning (one time effort), but more importantly carry around those invisible objects for no (computational) reason.

    Very true.

    Implementation wise, I would guess the differ comes to how often it needed to be executed.

    Every tick ... I'm thinking the pin wins if there are more then a hand full of swarms.

    '

    Every 0.5 sec, most likely the nested loop with more then a handfull of swarms. With drawback of jank like behavior. Which can be lerped out I guess ...

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  • > every tick

    >

    > Object set position

    > X: (ViewportRight("UI") - ViewportLeft("UI")) / 2

    > Y: (ViewportBottom("UI") - ViewportTop("UI")) / 2

    >

    Thanks for the suggestion, but it looks like that didn't work either. I should note the element is on a 0,0 parallax layer, without an anchor, but I tried in a 100,100 as well. The element I'm trying to center is the White UI box.

    Here's screenshots from both of my monitors, at neither resolution did it center. <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">

    http://puu.sh/iNGL8/15fbf6bf0c.png

    http://puu.sh/iNGM0/afb5b1afd0.png

    Does the image have its origin point in the center ?

  • every tick

    Object set position

    X: (ViewportRight("UI") - ViewportLeft("UI")) / 2

    Y: (ViewportBottom("UI") - ViewportTop("UI")) / 2

  • I got some to work, hope it helps:

    demo

    capx

  • set object angle anglelerp(currentangle,newangle,speed*dt)

    Tinker with the speed.

  • You should also be able to log in online and manage your projects there

  • This should help you well on your way.

    demo

    capx

  • > You could perhaps spawn and pin invisible images on the nodes, and use something like pick closest.

    >

    And how would that be less resource intensive? ^^ Not saying it isn't an option, if the usere here is not well versed in programming logic.

    That depends really ... as the loop would merely consist of 1 for each going through the node sprites,

    No idea how that pans out in performance with nested loops verses the pin node images ... would have to try.

    But the approach ... is many times more easily to apply, with more variation options.