oosyrag's Forum Posts

  • Definitely cut out each province as an independent sprite.

    The Outline effect by R0j0 will be useful to get contiguous borders for like colors.

    Recommend giving each "color/player" its own layer so you can more easily work with blend modes and outlines.

    If set up well, you will only need to change the layer of a province sprite object to change ownership/color. All the visual effects will already be applied on the destination layer.

  • Here it is without plugins. That was kinda fun.

    https://www.dropbox.com/s/zewud25d7gec4 ... e.c3p?dl=0

  • It looks like each object is positioned on a grid. It should be simple enough to draw a tilemap and send a sprite to each tile that is "occupied".

    As for the effect, there are two sprite sizes, and each sprite has two sine behaviors running to make it go in a circle.

  • That should work - use a boolean instance variable "Auto". If true, it will change layouts on collision or if false, add an event for a key press and overlap.

    Alternatively just use two different kinds of "Door" objects with their own rules.

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  • I found an old example I made with something similar and updated it with the ideas I mentioned above.

    https://www.dropbox.com/s/ek258mwmirfke ... .capx?dl=0

  • 1) The way it is set up in the template, everyone will attempt to connect to a single host, and the host will likely be so lagged due to bandwidth limitations the game will be unplayable.

    2) Yes. But that is why you should set up a unique game name/instance/room when connecting to the signalling server so this doesn't happen.

    3) Yes. That is what rooms are for.

    4) Yes. You probably do not want to do this. You can get it here. https://www.scirra.com/store/game-makin ... server-161

    5) No. Lag is always something that must be designed around for an online multiplayer game.

    Good luck...

  • Tilemap

  • Regarding your OP -

    Global - The object does not get destroyed when changing layouts.

    Persist - The state of the object will be remembered for when you return to the layout.

    To keep track of entrance/exit positions without a mess of global variables, here is what I recommend:

    A single (can be invisible) entrance/exit object with an instance variable ID keeping track of pairs, and another instance variable with the target layout. Every pair of doors needs a unique ID linking them together.

    When your global character sprite comes into contact with a door, it saves the ID of the door to its own instance variable, then gets sent to the new layout. On start of layout, place the character on the door with the matching ID. This will work both ways, and with any number of doors, as long as each pair of doors is uniquely identified. No global variables needed!

  • +On start of layout

    +Object does not exist

    -> Create object

    Or, place the object(/instances) manually via the editor, so they do not have to be created dynamically by events.

  • Not sure... inconsistent results in various situations would be hard to pin down.

    The main thing that comes to mind is that the array compare current value condition only works within an array for each element event, but yours doesn't seem to be the case.

    Anyways I'm glad you got something working! I can pretty confidently say uninstalling and reinstalling would not change anything. If you want to post your test capx maybe I can poke at it a bit, I'm pretty curious now

  • Basically layouts is the proper method.

    But you can get away with teleporting if your game is not too large, which could be a lot simpler to implement.

  • Layouts allow you to manage your graphical memory, only sprites that are used in any particular layout are loaded into memory. It will allow you to have a greater variety of textures between layouts.

    Having everything on a single layout might be simpler to execute, but you might run into memory limitations. Depends on the scope of your game.

    Also "time" does not pass across layoyuts, which may be a consideration.

  • Layouts are a good way to make rooms. Familiarize yourself with the "Global" property and "Persist" behavior, which you can read more about in the manual.

    An alternative way is to build all your rooms on one layout in a separate area, and teleport your player sprite around.

  • You can try in the Job Offers and Team Requests forum.

  • Works both ways...