oosyrag's Forum Posts

  • kinda offtopic but is there a way to be able to host the server kinda dedicated on your own ?

    A common solution is to leave any computer/server on with the game open as host in a browser tab or nw.js. This is the simplest kind of "server" and should be sufficient in most cases.

  • > Describe your glitch?

    >

    > The realtime multiplayer tutorial is very basic and concise, you really need to do your best and understand each part of it. While the multiplayer plugin automatically handles a ton of basic net code principles for you, it is still flexible enough to allow for different implementations in terms of multiplayer logic and updates.

    >

    > Basically, most projects/examples will be even more complicated than the tutorial example. If you don't understand all the ideas presented in the multiplayer tutorial, it will be very difficult to proceed or troubleshoot problems.

    >

    Well, one of the most frequent and annoying glitches is that when 2 players join, the First Player (The Host) can't see the second player, but the second player can see the first player (The Host). When you move the First Player, you can see the first player move on the second player's screen but not vice versa.

    When you say frequent, does it only happen intermittantly (in the same project)?

    If it happens all the time, you have a net code logic error: it sounds like your host is syncing properly, but your peers are not set up properly. Are you using a authoritative host setup like the tutorials? The peer events should not be creating or moving any objects (outside of local input prediction, which can be implemented AFTER you get basic net code working) - only sending inputs to the host, which does all the creating, updating, and syncing of all objects.

    If it works properly sometimes but not all the time, I suspect routing/latency/unstable connection issues, which I can't really help with. But at least to confirm it isn't a networking issue, you can have both host and peer running on the same local host to test (open two tabs).

  • I don't know the answer to your specific question.... But any reason you don't apply your workaround to all situations of the app resuming?

  • Basically, you need to "pick" the bunny you want to scroll to first with conditions. There are many ways to do this, some of which has been mentioned above.

    Then when you use the scroll to action for bunny, then it will center the screen on the one that had been picked in that event.

  • Scale inner/outer are the correct options. But any type of scaling will result in blurry edges if your original art is too low resolution.

  • Try it.

    It should work, AFAIK all exports are browser wrappers.

  • Regardless of if you use a text object or spritefont, I would imagine parsing out the words of interest, replacing them with blank space of the same length, and putting an object with the former contents in it's place.

    Alternatively, you would create an "imagemap" of sorts, where you identify the words of interest and their x/y coordinates. Spritefont would be superior, as it would be much more reliable to calculate out pixel locations and sizes of characters with expressions.

    The method would use either tokens (simpler, less powerful), or regex (powerful, more complicated)

  • That looks fantastic. Simple solution is best.

  • XML is great for situations like this.

    But you'll still have to manually define values for your variations.

  • Here's a the idea I mentioned previously.

    Although I still lack the maths to get the edges at the correct angle... >_>

    https://www.dropbox.com/s/fswym37e307i2 ... .capx?dl=0

  • It's more complicated, and I can't offer the math off the top of my head, but you can simulate a skew with blending modes to create a mask for your arrow (which would actually be a rectangle, with two masks on top of it).

    Just in case you were interested in a method without plugins.

  • Assuming you've followed the multiplayer tutorial, the answer to your question can be found here. https://www.scirra.com/tutorials/915/mu ... ame/page-7

    If you have your inputs set up correctly, then the host can get the peer inputs using the multiplayer.peerstate expression. Then the host can proceed with actions per peer (creating projectiles, moving) depending on each peer's inputs. You bullet will also need to be set up ahead of time as a synced object.

    I'm going to add a bit of advanced info here, as I've gone through this process before, and I'm guessing you'll run into issues regarding lag compensation and input prediction like I did. Basically you'll want your synced, authoritative projectile to be invisible, and have a local representation of your projectile be displayed immediately for the peer which gets it's position corrected over time to the synced projectile. Otherwise the lag time for bullet creation and destruction is pretty horrendous even on a 0 latency connection because of the way interpolation is built in to the plugin.

    If you have no idea what I'm talking about, don't worry about it. You'll get there eventually <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • It's hard to diagnose such a problem when there are many possible reasons and platforms involved.

    A white screen leads me to believe it is a server configuration issue: a routing or dns problem should give you a 404,403, or 0 error code in your browser.

    Unfortunately I am not much help with the specifics, not familiar enough with apache nor an I able to say for certain if it is an Apache issue or not. You'll probably have better luck on other forums or Google, as mentioned.

    The game works on local host, so at the least it most likely isn't a construct problem.

  • edit:edit: Oh, one more thing, how do I get boss behavior to run only once, when the player reaches the boss. Trigger once event?

    Trigger once is one option.

    A second would be to call a function with the behavior desired as an action when you change states.

    Trigger one would be good if you wanted it to happen again if the boss ever left that state and return.

    A function would be good if you wanted to call it in other situations/triggers on demand as well.

  • Are you able to reach a simple html file on your server via the domain name?

    Are extensions properly configured on Apache?

    Is your firewall/routing open? On you server and router.

    Can you reach it from another device on the local network, like a phone on WiFi?