lennaert's Forum Posts

  • I still don't understand why the engine still allows those triggers to be run when they should be stopped though?

    Go to layout

    Go to layout (by name)

    Switch to another layout in the project. Note that global variables keep their current value - they are not reset. To reset them use the system action Reset global variables.

    FWIW, in the manual it is also not described to work that way. (stopping triggers from firing)

    I would stuff those triggers in a group which get disabled before the change layout action, and enabled on start of the next layout.

  • https://www.scirra.com/arcade/action-ga ... layer-2-22 : fixed, now correctly shows the images (same export, 204)

    https://www.scirra.com/arcade/action-ga ... ktonium-18 : fixed, now correctly uploads with web fonts embedded (re-export 204.2)

    https://www.scirra.com/arcade/shooting- ... and-7?cp=2 : fixed, pathfinding works correct (re-export 204.2)

  • https://www.scirra.com/arcade/action-ga ... layer-2-22

    In this game, for some reason a certain set of sprites are not showing (with animations).

    In the main menu the ranger related images, and in game the ranger and the skeletons.

  • The file extension .eot is not a permitted extension to upload.

    The file extension .ttf is not a permitted extension to upload.

    These were web font files, I removed them from the created zip file for Tanktonium.

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  • I will upload more

  • w00t, first dibs on upload

    It works \ô/

    Are there still Scirra Arcade Highscores ?

  • Have you tried scaling the layer with the images only ? and have the gui on a hud layer with 0 scale

  • To fix the alignment, I would have the glasses origin point in the center of the image, and a origin point on the rabbits nose where the glasses should be.

    After scaling the images simply move the glasses object (set position) to the rabbit object placing it on the origin point of the nose.

  • The POST should not be showing up as a GET, are you sure you do not have a stray GET request somewhere ?

    I would not mind taking a look at the capx and testing it seeing if I get the same results. (If you like you can PM me a file)

  • Could you post a capx, UberDark, with your ajax request or a screenie of the events involving the ajax action.

    In my network tab on the Chrome console, my requests show up as POST methods.

  • To avoid physics, I would put the origin of the sprite on the hinge.

    And when hitting the door, make the door rotate 90 degrees in the direction the door needs to swing open.

    Kyatric

    It kind of resemble the layout in those snapshots, ........ posted nearly 2 years ago

  • Add pick all MainHand above the pick by evaluate.

    But, the mainhand is already involved in the collision,

    Shouldnt it then be:

    Mainhand on collision with hitbox

    Pick all peer

    pick peer where peer.peerid = mainhand.peerid

    or

    Mainhand on collision with hitbox

    Pick all peer

    pick peer where peer.peerid = hitbox.peerid

    depending on who is doing what

  • 1)

    Common

    On peer disconnect, Multiplayer.PeerID should reference the object(s)** to be destroyed.

    2)

    When a game starts and you have your own variables stored locally or from some ajax, you can simply set those values and relay them through the host with the other players. When a new player joins, it should request those values from the host.

    3)

    The current multiplayer mechanics are geared toward web based hosts and peers.

    The signalling server in the store is for a dedicated hosting of server that allows the connections between web hosts and peers, not a game host itself.

    For MMOs you could look into Ajax and PHP to centralize a player database.

    4)**

    As with point 1, you simply need to add references. Though you synch the peer object, with PeerID, you can pass that peer id to anything you create while creating the players assets.

    Player.peerid = 01A0

    Hitbox.peerid = 01A0

    Sword.peerid = 01A0

    Helmet.peerid = 01A0

    On peer disconnect

    Pick objects with peerid = 01A0 (Multiplayer.PeerID) and destroy.

    Voor PvP make them enter a room with max 2 players

  • Compare X

    Bullet.X > ViewportRight("Layer")

    destroy bullet