oosyrag's Forum Posts

  • The key to what plinkie said was the "grab state". Basically when the player is in the hanging state, he will move by different rules/events than normal. You'll need to set these up yourself. Disable the normal movement events, which is probably the platform bvehavior, then create events for what do you want to happen with each input individually.

    Layouts and rooms are two completely different concepts.

    Leaving a layout does not mean you leave the room.

    You can stay connected to multiplayer signalling rooms while changing layouts per client. Sync just doesn't work when you're on a different layout than the host.

  • To sync an input value, you usually want to use the "Add client input value" and "Set client state" actions. This is one way to the host.

    "Sync object" is generally used to update peers with information regarding position and creation and deletion of objects on the host. You can optionally also choose instance variables to sync with the "Sync instance variable" action. Again this is one way - peers will sync with a change on the host.

    Peers should not change their objects to send to the host, as you describe. Peers send their inputs to the host, who makes the change on the proper object based on the peer input. That object then gets synced with all the peers.

  • Use a set of subevents. Pin to object is an action, so set up events for each condition and pin type you want.

    If spawning object instance variable is a, then pin to object with x mode.

    If spawning object instance variable is b, then pin to object with y mode.

    You should be able to reuse a room name if the host leaves.

  • I don't recognize anything in particular from your screenshot that would cause problems.

    The request fullscreen might not work without user input.

    What exactly was the logged problem/error message?

    Have you tried starting from a fresh project using the C3 runtime then recreating your evevnts and see if you still have issues?

  • I believe multiple objects would be better. Rather than using dots, I would use either rectangles along the edge of your circular area or triangular sections to cover the entire circular area.

    Like so: mathcentral.uregina.ca/QQ/database/QQ.09.02/marilynn1.1.gif

    The more triangles you have, the better the resolution.

  • Manually as in do whatever you can using align and distribute after choosing the size and number of dots you have, then repositioning to fit curves ect.

    Even the example you gave, it is immediately obvious they also did it by hand, considering where concessions had to be made such as lining up the curve in B, the different spacings for E and F, and the different dot sizes in the I.

    Sometimes there is no easy way out, and even in this case doing the dots for just 26 letters is not really much work.

    Your method of using a patterened line is fine, but you'll just have to handle the line junctions smartly yourself.

  • Place each dot manually for best results.

  • It looks like the Projectile object's origin point is not centered for some reason, so the visible projectile is offset.

    Edit: And if you want the destination to be the muzzle as well, you can change the tween target from Gun.X to Gun.ImagePointX("Muzzle") and the same for Y.

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  • Rather than using an x and y offset, maybe you can try just saving the starting angle of your cursor from the origin/center of the circle, then using the anglediff expression to get the difference between the original angle and the current position and applying that to the position of your segments.

  • Depending on how your events are set up... first thing to check is make sure group one is disabled when you enable group two?

  • Here you go. Changed the approach slightly, since I realized if you use "On Created", the target hasn't been set yet. Instead, I used a sub event with the "Pick all" system condition to reset the picked instances, then narrowed it down again from there.

    Also you might notice I used a different condition than the System-Pick by Comparison. In the object you can also compare instance variable. I'm actually not sure what the differences between these two methods of picking are.

    The other thing I changed was using the Tween behavior instead of Bullet, since you have a clear start and end point, Tween is probably more suitable.

    Sorry if my answer earlier was confusing, I can make more sense with an example to work with ;)

    dropbox.com/s/4fq7vaumlj9hkb5/example-Instances%20and%20Bullets.c3p

  • Oh so if you don't see any of them...

    After you click the object in the project bar to select all instances, click the top bar area of the layout editor where the tabs are, but not on a tab. That will activate the layout editor window, but not deselct the instances. Then hit delete.