Robsta's Forum Posts

  • The AI can be as simple or as complicated as you make it, but I find it likely that the best simple solution to use a checkpoint system, then 1 step better then that is to use it in combination with ray casting to make sure the cars don't run into any walls or potholes.

  • Yes, that's why I said it suggested that you just use sprites instead of a tilemap for the breakable tiles.

  • Yes, you'll find the option in the system conditions.

    Let's start with creating 3 global variables names i, j and k.

    Add event -> System -> Compare two values -> i * j = k

    or you could also do

    Add event -> System -> Compare Variable -> i = k/j

    Both these should return true as long as i = 2, j = 3 and k = 6.

    Or if you want to just take 2 globals and do pure math, try using an Action.

    Add action -> System -> Set Value -> k = i * j

  • I'm not suggesting anything that I would consider hardcoding.

    If you have a lot of tiles that are breakable on collision, you could put another tilemap on top of your existing tilemap and test collisions with it, then transfer the actions over to your displayed tilemap. (Presumably they'd both have the same tile size and tilemap size, so the tile location would be the same.

    Of course the https://www.scirra.com/tutorials/313/cl ... deo/page-1 tutorial just suggests you make all the breakable tiles sprites.

  • I would guess no, you can't make an object that is solid non-solid by adding a non-solid object ontop of it. However you can have tiles in your non-solid background look exactly the same as tiles in your solid background, then remove them from your solid background when you desire to turn it non-solid.

  • Well I haven't done much with using a tile map in relation to a real time game (yet), but if you can detect collision then you could turn the tile into a different tile, one which has a semi-broken, or broken look to it.

    You can also remove the tile and place a sprite there to display a breaking animation.

  • That'll do it, and it's very similar to what I would have suggested (although I wouldn't have added the line modifying the height, having it thicker when you're moving quickly kinda looks strange).

  • To clarify, are you looking to create a line that displays where the object has been, or just draws a line from the start location to the current position?

    Ok, that might have been a bit confusing, hey here's a game I made! http://www.scirra.com/arcade/addicting- ... th-friends

    Would you like the "trail" to work like the paint tool or the line tool in my game?

  • ^^ What he said.

    -Disable platforming behavior, enable 8 direction behavior (only allow up+down)

    -Run checks while moving to make sure you haven't reached the top or bottom of the wall

    -Make an event to give knuckles velocity away from the wall when pressing jump, and switch back to platforming behavior.

  • Would it help if I use my own server or a Synaptop-supported server when running the games on Synaptop?

    How would I create/implement a signalling server that does the same thing as wss://multiplayer.scirra.com/?

  • Perhaps you could explain this a bit further, from the question it looks like you could create a text box then do this:

    [attachment=0:iho5eesx][/attachment:iho5eesx]

  • Father testing suggests that the "this.library.unsubscribed" message is not associated with the Multiplayer plugin in any way, however the other message "The connection to wss://multiplayer.scirra.com/ was interrupted while the page was loading. this.sigws = new WebSocket(url_, SIGNALLING_WEBSOCKET_PROTOCOL);" is connected to the multiplayer plugin.

    Edit: I've also solved the problem where the network text was just displaying 0's. The main problem remains.

  • Well right now when I try to test, even with the official multiplayer plugin unedited, I'm getting "Signalling error: room full". I'm guessing this means too many people are testing the multiplayer example right now?

    Note: It did give these messages in the log when a peer disconnected and I disconnected respectively.

    However when I changed the name of the game to: "scirra-gametutorial3.1" I get around the signalling error, and the game works like it should in every respect, but I still got those messages.

    Edit: I however did test the game as an iframe or as a page, and it wasn't bringing up these messages when I ran it as it's own page, only when I was running it as an iframe.

  • Hi,

    I've been playing around with the multiplayer plugin a bit lately, specifically working with using it AND the Synaptop plugin in the same game. For testing purposes, I wrote a game based off the platformer example, which I first networked using the Synaptop plugin, then added the Multiplayer plugin to sync a couple of the other objects (such as moving platforms). I managed to do this, and it works (objects sync etc), except for the following:

    The LogText box just shows 0's instead of "Connected, logging in..." etc.

    in Firebug the console gives me the message:

    The connection to wss://multiplayer.scirra.com/ was interrupted while the page was loading.

    this.sigws = new WebSocket(url_, SIGNALLING_WEBSOCKET_PROTOCOL);

    when I exit the game.

    and the firebug console gives me the message:

    TypeError: this.library is undefined

    this.library.unsubscribed(this, users_id, pclosed);

    when a non-host user exits the game.

    What confuses me most is if it didn't connect to wss://multiplayer.scirra.com, how did it sync the objects that it did?

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  • Looks good, I might end up using a couple of these in future projects.