lennaert's Forum Posts

  • Is it perhaps possible to have an extra preview option ?

    A preview where it tries to reuse previously exported image sheets.

    I would imagine this could be very handy where people only tweaked some logic settings/events.

    Perhaps the image editor could make some sort of a time stamp when the last image is edited/updated in the project, and if the time stamp was unchanged since last preview, reuse the previously exported images.

    If that would work, it could significantly reduce preview loading times for those with large amounts of frames/images in their projects.

    The only time where my previews became annoyingly long, is when I used lots of decently sized images for animations and all the sprite sheets require exporting each preview run.

  • if key up is pressed

    ELSE

    if key down is pressed

    ELSE

    if key left is pressed

    ELSE

    if key right is pressed

    This will only allow for 1 key to be pressed at a time.

    If you want to allow only up or down and only left or right

    if key up is pressed

    ELSE

    if key down is pressed

    if key left is pressed

    ELSE

    if key right is pressed

  • This is not a bug, but how you implemented the multiplayer concept.

    First problem: for the synching, you should add the client input tags, "xpeer" and "ypeer" on event 8 in the game event sheet. (like lookx looky and input tag)

    Adding those will fix the host movement on host and peer.

    As for peer movement, there is no peer control structure implemented.

    Simply copy the control pieces from the host group to the peer group. (event 29 in host group) (or move event 29 to the common group)

    And voila ... it will work. (just tested here)

  • Problem Description

    Any project I preview with front to back rendering enabled gets a black screen, even a blank new project.

    Attach a Capx

    a new empty project will do

    Description of Capx

    do anything ... or nothing

    Steps to Reproduce Bug

    • start preview

    Observed Result

    black screen

    Expected Result

    preview working

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    win 8.1 64 bit latest

    intel gma 4500m

    Construct 2 Version ID

    208

    Error in Chrome console:

    Error in Firefox console

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  • I have uploaded a version of my upgraded RTS template to the arcade, including a commented CAPX.

    Its a cooperative game play version.

    RTS template in the arcade

  • For those interested in the result, I applied the basics of my solution to the RTS template.

    RTS template multiplayer template in the arcade

    Max 4 players per room, each player starts in a corner and has 4 tanks, enemy tanks keep spawning.

    Firing accuracy is handled by the peers turret behavior so isnt 100% across room. (was not the focus of the implementation)

  • After near 24 hours trialing and testing: Problem solved, RTS game play success.

    The approach has a hint of crazy to it, but ... it works pretty damn good.

  • for RTS like games, I have been looking into using more synched objects for every single peer.

    In my current development tests, I have been using a single sprite object, with animations and frames.

    Animations representing sides (peers), frames representing the ships.

    Stuff just goes wrong to say the least

    Things go wrong with the assigning of peerids, I think, which seem to have the need to be unique .... which gets problematic if you want to associate something after the creation of the first object for a given peer .... (which also got assosciated with peer)

    I would prefer to keep using the synching options, as they work best with the positions and such.

    so .... I am looking for inspiration on how to approach this issue.

    Change my objects setup ?

    Change synch methods to direct control methods ?

    Perhaps I am just missing a simple thing/option/approach which could enable me to do what I want .... RTS game play.

    Perhaps Ashley has some ideas .....

    cos somehow I think me asking this here is just wishful thinking ...

  • play animation : choose("kick","punch","duck","fall")

    choose("item1","item2",etc) will pick one of its items randomly.

    Edit: ninja'd by littlestain

  • This topic probably needs moving to the How do I section ( Kyatric )

    As for on topic, check your origin points in the image editor.

    If you have an animation, the origin point likely slightly differs in one of the frames.

    Change the origin point you suspect is a little off, and then use the right click -> preview in the animations list in the image editor for quick checking.

  • When creating a synched object on the host, which then gets created on the peer, it would be great to have a one time synch action, the variables, booleans, the animation name, the animation frame, size opaque etc etc.

    When:

    At the end of the host's event to create/spawn a synched object, have it broadcast the current state of set variables and object states.

    Why:

    The reason for a 1 time synch is that I often have certain booleans set on creation, and size, opaque, animation name and frame, and certain values in the variables.

    On all peers they would only need to be set once. Unless otherwise determined with the multiplayer synching options.

    This could save quite some work of back and forth communication when a peer has multiple objects, such as in an RTS game.

    It will make the general flow of having an object created in a multiplayer scenario far more construct 2 user friendly.

    The approach is easier to understand.

    Where:

    Add an extra synching options, "Creation synch" which broadcasts all the objects states at the end of the hosts creation event/action.

    Why not current synch option:

    The current synching option goes down to a few communications per second. which in many scenarios is not required, and even undesired if you have a few dozen objects for several players.

  • Nodewebkit crashed for me too.

    I opened it in chrome and screenied the erorrs

  • The way you implement the controls is greatly effected / determined how your logic works for the object being controlled.

    There is not 1 best approach for all.

    Just keep in mind, that a peers control actions are required to be executed on each connected peer and that the host's positioning of the synched object is likely the best way to determine location on the layout.

    Combining your own peers movement in your screen with movement feedback from the host about your position, combined with some fancy delta time applied mechanics, gives the smoothest results.

    This is not an easy concept and very likely to escape most c2's game devs imagination.

  • You should be able to split event 93 with a couple sub events determining which group is clicked.

    And in the other events simply add the extra subevent (other group names) determining the effects/variables for the other groups.

    Looks solid enough

  • Y, a click works on tick, but you dont click at tick.

    Yes, a "On click", fires once ... but reads the state every tick checking if its clicked.

    The "Is in touch" fires all subsequent events every tick though.