mgsoftwaring's Forum Posts

  • Escuse me before I have write in a wrong session.

    According to you how is it possible that:

    -> System: Set point_partita_giallo to p_giallo + p_giallo2

    where is it

    p_giallo = 100

    p_giallo2 = 150

    points_partita_giallo = 500

    Terrible

    But it has always worked since yesterday, so instead of giving 250 sometimes doubles at times triples

    Suggest please I am stopped

    Mimmo

  • According to you how is it possible that:

    -> System: Set point_partita_giallo to p_giallo + p_giallo2

    where is it

    p_giallo = 100

    p_giallo2 = 150

    points_partita_giallo = 500

    Terrible

    But it has always worked since yesterday, so instead of giving 250 sometimes doubles at times triples

    Suggest please I am stopped

    Mimmo

  • Cia to all

    I have a problem with a countdown.

    The count starts at 25 and goes down to 0 but many times the countryman stops at 1

    I've written this code

    + Function: On "start_tempo"

    + System: tempo_partito = 0

    + Multiplayer: Is host

    -> Multiplayer: Broadcast tag "avviatempo" message Multiplayer.Message (from "", mode Reliable ordered)

    -> System: Set tempo_var to 25

    -> System: Set tempo_partito to 1

    -> Multiplayer: Broadcast tag "tempopartito" message str(tempo_partito) (from "", mode Reliable ordered)

    tempo_partito isa variable thet test if i must start countdown

    and

    + System: Every 1.0 seconds -> System: Subtract 1 from tempo_var

    + System: tempo_partito = 1 -> Tempo: Set text to tempo_var

    + System: tempo_var ≤ 25

    + System: tempo_var > 0

    + Multiplayer: Is host

    If i set the variable to +tempo_var > 1

    the count down stop to 2 seconds

    Tell me some suggestion

    Thank's

    Mimmo

  • Cia to all

    I can not load an array when opening layout. I state that the game is multi-user. Strange thing the procedure is correctly executed and executed, at the end of it I put a sound to understand if it is performed, since the debugger is so unusable. I have already verified that there are no anomalous values.

    I use a SET X AND THEN TWO SETS X, Y

    -> arr_colle_rosso: Set size to (20, 3, 1)

    -> arr_colle_rosso: Set value at 0 to "Canaletto"

    -> arr_colle_rosso: Set value at (0, 1) to 0

    -> arr_colle_rosso: Set value at (0, 2) to 1

    -> arr_colle_rosso: Set value at 1 to "Caravagggio"

    -> arr_colle_rosso: Set value at (1, 1) to 0

    -> arr_colle_rosso: Set value at (1, 2) to 2

    and so on

    I'm wrong

    Thank you

  • Hello to all

    there is no possibility when develop a multiplayer game to write the code on a station and resume it in the second or third etc.

    It 's a waste of time to save and resume from other posts IL my game is big are 300 mb and every time it takes 5 min to save and resume and I have a 100 mb flux as a connection

    Thank you

  • Hello to all

    there is no possibility when develop a multiplayer game to write the code on a station and resume it in the second or third etc.

    It 's a waste of time to save and resume from other posts IL my game is big are 300 mb and every time it takes 5 min to save and resume and I have a 100 mb flux as a connection

    Thank you

    Mimmo

  • Thanks for your answer

    Maybe I did not say it clear enough.

    The host creates the arrays and a broadcast message is sent to the peers

    as message myarray.asJason from is empty tag "aggarray"

    Peer side:

    om peer message "aggarray" - myarray LOAD (as Jason) Multiplayer.message

    This is the message that arrives but the array updates when I disconnect the host

    What do you think about it?

    Thank you

  • Hello to all

    I followed this post

    construct.net/forum/construct-2/how-do-i-18/how-do-i-sync-arrays-over-mult-76710

    I followed the directions but the message does not seem to be suspended, then I down the hiost and I see that the array is synchronized

    What happen? How can I solve the problem?

    Thank you

  • In my game there are 70 cards that must be shuffled and then drawn. I have already completed the solitaire version of the game so shuffling and extracting the cards works properly. Now I'm developing the multiplayer version and the host shuffles the cards, but I can not sync the peers. In the logging phase I declare that I want to synchronous these objects, but I do not synchronize anything. The cards are not turned on the peers. The card sprite has two "down" animations that have a frame with the back of the card and an "Up" animation that contains 70 frames with the figure of the cards. What I have to do is a little confused.

    Should I send a message? And if so?

    Tanks

  • In my game, I need to know the name of the player who is associated with the color.

    I log in to the chat and enter the room, then I have a screen where the 4 players have to choose each one a color to play with. when you enter the game I have to enable a button to each player but not to the others. That is, each player must have a "Bet" button that other players must not see. How can I do? Now briesco to activate them all and everyone sees them.

    Then when the player presses the button, he must perform operations that only he must see. To make you understand better, there are operations that are multitasking and others are not. As a facet to do non-multitasking operations. The "Bet" button does not do anything even if it has associated an operation

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  • Thank's to all

  • Hello to all

    is it possible to know the value of a multiplayer variable? Es Multiplayer.MyAlias?

    Thank you

    Mimmo

  • Thank's

  • I wrote a simple instruction to put the peerID on a vari spble of a sprite. But when I debug the instance variable value is NAN

    How come I do not understand

    Thank you

  • There are not always three situations in the same room, log layaou, layout of color choice and where you have to wait until there are all the players and then you pass the layout of the game.

    Speaking of rooms: Can I restrict access to the room to a limited number of 4 players and test if the room is full to create another room with another 4 players?