rexrainbow's Forum Posts

  • ffman22

    You might ask at "How do I" section to get help about using AJAX.

  • Update:

    Add "Condition:Pick neighbor chess" in board plugin.

    Add some expressions in squareTx, and hexTx to get direction code. It could be used at "Condition:Pick neighbor chess".

    helena

  • Since official function plugin could not use name string to index the parameter, I try to extend official one to rex_function2 to support this feature.

    Have fun!

  • Ashley

    The problem is , some objects are not at layout, like array, dictionary. But they might be used in event sheet.

    The concept of importing capx is using a capx file as "a module".

  • helena

    Yes, the direction is 0,1,2,3....

    In squareTx

    0=Right

    1=Down

    2=Left

    3=Up

    In hexTx

    0=Right

    1=Down-right

    2=Down-left

    3=Left

    4=Up-left

    5=Up-right

    It's the same as selected items in grid move behavior.

  • Hi, Ashley

    I am thinking about modular. For example, user might have an IAP system in capx file, include objects, and events. And want to reuse it in other projects. User could copy/insert objects first, and keep the name the same as source capx, then copy the events from source capx.

    How about a "import capx" function? User could import all things from source capx to destination capx, include objects, events, layouts, etc. So that user could import modules from many capx files, to reuse them.

    The template is good idea but not enough, user still need to copy/insert manually if they want to import something from more then one source.

  • jayderyu

    Ha, it's because I don't want to repeat the official multi-player in my plugin, and reuse the MPwrap for all my MPxxx plugin. I had made MPchat plugin for chat-room already.

  • xoros

    Or I could made a sync-function first. The sync-function is just a funcition-like interface, which could trigger "condition:on function" for each player , include sender itself.

  • The question 2 is similar with that peer could not receive the message which sent by itself.

  • xoros

    Actually the host/peer structure is the basic of all, but the problem is - it's too detail to build game by host/peer. Thinking about most of C2 users are not programming background, there is a mess in their event sheets, "evey tick" everywhere.

    That's why I try to make a "framework" for turned base game.

    The request-validate-execute sequence had be done in my plugin (WIP). I am think about how to get random number(shuffle cards or something else). The easier way is to sync the random seed to each player initially. They are all based on official multi-player plugin. (Ohya, I do not need node.js server at all ! )

    BTW, "action: close room" might be necessary. For example, if the max peers is 4. The game start at 2 players, and it might want to close the room to reject others players.

  • imothep85

    You need to get the path of each image.

    You might need to have a text file which list all of image paths.

  • helena

    About prevent diagonal moving, using if... else if ... else ...

    + is up key down
    [ul]
    	[li]do something[/li]
    [/ul]
    + else
    + is left key down
    [ul]
    	[li]do something[/li]
    [/ul]
    + else
    + is right key down
    [ul]
    	[li]do something[/li]
    [/ul]
    + else
    [ul]
    	[li]do something[/code:3amd340v][/li]
    [/ul]
    About get neighbor tiles, using Expression:DIR2UID(uid, dir)
    [ul]
    	[li]UID ( number ) : The UID of chess.[/li]
    	[li]Direction ( any ) : The direction.[/li]
    [/ul]
    Then use condition: pick by UID.
    
    It might be better to have a condition to pick neighbor chess I guess, when I have time.
  • Try Construct 3

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

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

    The reason of no delay in ghost-shooter example is "predicting" -- character of peer will be moved immediately when key pressed. It predicted the position at local, and corrected at next sync from host.