Nabu's Forum Posts

  • Thank you for your reply. Same about readability. After some tests it appears to be slightly faster than conditions, but as you said it only concerns extreme cases, like really intensive loops.

  • Hello, just a simple question :

    What is the difference between Pick by Evaluate and conditions, in terms of picking, system handling picking and performance ?

    Between something like this (in one event block) :

    - Object.var1=?

    - Object.var2=?

    - Object.var3=?

    - Object.var4=?

    And this :

    - Pick Object by evaluating (Object.var=?, Object.var2=?, Object.var3=?, Object.var4=?)

    Does the first iterates through all objects, check them for first condition, narrow the SOL to selected ones, start again and do the same for every conditions ? So it's multiple SOL and one condition check by object ?

    Does the second loop through all objects and check for every conditions and the return a final SOL ? So it's one SOL and multiple checks on every objects ?

    Second would be better in terms of performance ?

  • With pleasure.

  • In this case you have to send a message from the peer to the host, apply it and broadcast the new information to every peer.

    Do you have a small project with just connection handling and color choosing ?

  • Hello,

    Use the Mouse object for detecting clicks on your text object via conditions.

    Then you have the built-in Browser object that allows you to do this via "Open URL in new window" action.

  • Hello,

    Put the values inside an array, then choose a random value from that array like :

    randomIndex = round(random(0, Array.With-1))

    value = Array.At(randomIndex)

    Then delete this array entry like :

    Array.Delete(randomIndex)

    This way, the randomly chosen value is removed from the array and your can iterate once more for a second roll (with another random index).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello,

    If you want the host to choose a color, then pick it and broadcast the information to all peers. Then make the changes peer side according to.

    From host :

    Multiplayer => Broadcast action with a tag like "ColorSet" or something.

    On peer :

    Multiplayer => On message "ColorSet" do whatever events you want to change color.

  • Hello everyone,

    I searched in the forum and through the manual, but I can't find any information on this. When the host disconnect from the room, peers are not only disconnected from the host, but also from the signalling server. Is this normal ?

    And also, in the "On peer disconnected" event, the expression Multiplayer.PeerCount is not yet updated, as if peer was still in the room.

    I must have missed something...

    Tagged:

  • Hey,

    If you don't want to use the Multiplayer plugin, you can probably run your own server and make access through AJAX and Browser object from Construct editor. That's a way to retrieve usable informations for your game from across the Internet.

  • You're welcomed !

  • Hi, if you are using platform movement you can add a variable to any obstacle you want to be like a conveyor belt, with the direction it drives the player towards. When the player lands on these obstacles, simulate movement with its platform behavior in the corresponding direction.

  • Hi, I think you can do a loop and create object at X position + loopindex*some value to spawn them in line. Like this :

    - For (number of instance to be created)

    - Create object at (X - (number of objects/2)*space between objects) + LoopIndex*space between objects, Y(previous spawn position + something))

    And tweak the formula to fix your goal.

  • Hi,

    Not multiplayer, LAN, local coop ? What is your project ?

    You can follow the multiplayer examples and tutorials to learn about synced objects. They are created both on host and peer, you can sync some variables or send a message to peer when the object is created an assign a name to it.

  • Hi,

    Using the Advanced Random built-in plugin, I was wondering if there was a way to clear all values from a given probability tables to re-use it for other purposes or value sets. And also if there was a way to delete/destroy an already existing one.

    So is there a way to :

    - clear all values from a given table

    - know the number of entries in a given table

    - destroy a table

    Thanks to everyone in advance.

    Tagged:

  • DiegoM, thanks for your answer. It's a it confusing to be encouraged to use Hierarchy as a replacement for Pin Behavior when some functions like Pin to Image Point are not replaced.

    It would be useful to be able to link child to its parent's image point for skeleton or composite characters that has animated parts, where image point is different with each frame.