Rushino's Forum Posts

  • Hi everyone!

    Just want to point out that the prototype of the game is ready. But i am not release it to public right now. So for thoses interesting in testing the game please look here :

    Send a PM and i will shoot you the link,

    Thanks for your interest!

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  • I am sorry, but there is an huge difference. In a P2P application, you can modify the client or even worse the host can modify data exchanged between players. In a dedicated solution where the host is only controlled by you (and not another player i am not talking about a dedicated server distributed to players so they can host a server i am talking about a centric server solution), you have 100% control on what is validated when it reach the server and you can implement checks in order to avoid cheating. Sure that always depend on how good the checks are implemented but there is no way a client can cheat this way. The client is only a representation of the state of the game sent by the server. The server only receive input. The only thing a client can do is modifying the input.. that why the checks are there. To see if its valid or not. Not saying its an easy task.. to be honest its not easy.

    Here i am only talking about data cheating.. there are other ways to cheat. Which is a big problem in FPS.. poeple tend to use aim support which happen on client. This unfortunally is harder to counter and require third party anti-hacking software.. but this is only a thin protection to be honest.

  • Hi,

    I have experience with multiplayer games with construct 2 but using websockets and a backend in C# but it was reallly a lots of work for just someone like me. Now that we have a multiplayer plugin.. it is possible to use it to host a server and handling player data as a dedicated server. (Where the host doesn't play..) ? If that the case.. this might be an interesting solution. I don't like p2p multiplayers game because it tend to be open to cheater and they are way too easy to hack which centric servers actually have less to care about (if you validating your data offcourse).

    So basically, it is possible to use that plugin to make a backend ?

    Thanks!

  • Hi everyone,

    This is related to this game:

    Before releasing any prototype public in the next weeks. I know this is going to be only an early prototype but i prefer doing this step first since i haven't done any localized tests. I am currently looking for 5-8 volunteers to test the prototype soon (2 week before the release). I need at least one that can test the Linux build and one the MacOS build.

    The idea is to test the cross-platform feature, controllers (both keyboard, gamepad) if possible, framerate, general feeling of the game, suggestions, early bug that can be fixed before releasing the prototype. You will somehow form the early prototype testing group (so i can get an idea).

    If any of you are interested. Just send me a PM.

    I will edit this post once i found the volunteers.

    Thanks for the support!

    EDIT 2014-04-27:

    If i forgot someone please lets me know! So far we have...

    Mr E Bear Windows

    Vanz Windows

    onur Windows

    Draspur Windows

    Beaverlicious MacOSX

    casual2 MacOSX

    Dominic Linux

    A big thanks to everyone that wanted to be part of the prototype test. I really appreciate it!

    I will still take 1 more Windows test request until Monday! During that time you guys can start anytime to test it and come back with feedbacks. Once you guys will be done testing, i will send a very short survey.

    Thanks again! Your feedback are very important at this stage.

  • I am proud to announce the official launch of my website ! http://www.pyroswarm.com <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> more screenshots available in the BLEAK FORTRESS section.

    Thanks! More to come stay tuned!

  • Artpunk

    There is a futuristic rifle but it is not actually implemented in the prototype so i can't show you it yet. I plan to add more weapons to be available if the kickstarter campaign is a success.

  • Will have a look thanks! However, isn't this useful only if there are variation in the FPS ?

  • >

    >

    > So for me it was okay to not use DT since we want it to be dependant on framerate. I don't want that at 30 fps it still reach 300px. That the opposite of what we want to do. I am curious to hear your opinion.

    >

    I'm curious...what situation would would you want a game to be frame-rate dependent? Objects could move at greatly varying speeds for players depending on their hardware/software, and whatever other game logic is running. Is there a scenario where you'd want the game to play different depending on those factors?

    It won't varying. Its locked at 60 fps for everyone. Sure it can drop.. but its okay for the bullet to be speed reduced at 30 fps. Otherwise it will somehow look like it skip frame.

  • > Sorry i had to post it there because when i try to put it as a tutorial the server crash.. no idea why but there is an error in the loop of an object.

    >

    Nevertheless tutorials were actually posted. You could have seen them clicking the "Newest" tab.

    I deleted two instances so that there's only one remaining.

    Sorry then. You should tell Ashley something is wrong with the tutorial posting. This will cause duplicate since i really though it wasn't posted.

  • I see that you purposely didn't use delta-time, which makes the capx frame-rate dependent. I reworked it a bit to use delta-time, but still end up with a pixel perfect collision.

    It should also be noted that the method you use greatly increases the number of collision checks per tick, which could potentially affect framerate.

    Sorry i am not very used to that Delta-time stuff. I though that an event was running based on frame-rate.

      So at 60 fps mean an event is ran 60 times per second. Which mean after one second at speed of 5 pixels it would have move 300 px per second. At 30 fps mean an event is ran 30 per second. Which mean after one second at speed of 5 pixels it would have move 150 px per second.

    So for me it was okay to not use DT since we want it to be dependant on framerate. I don't want that at 30 fps it still reach 300px. That the opposite of what we want to do. I am curious to hear your opinion.

    And i agree with the performance, this method is very heavy on collision checks. I would like to avoid this but i didn't find a proper way to do it. So if you don't have 1000 bullets running around you might be fine. This method shouldnt be used on mobile through i am pretty sure it would kill the framerate. (I didn't tried through)

  • Here a complete example with fix on some caveat i found while doing it. Look here! After all the performance should not be a problem if you expect to have less than 50 bullets on screen. I will use this in the game since this won't happen.

  • Hi there,

    Sorry i had to post it there because when i try to put it as a tutorial the server crash.. no idea why but there is an error in the loop of an object.

    So,

    This is a short tutorial on how to create pixel-perfect collisons with bullets. I will share my experience too about how its best to make it work.

    The idea is basically to use a LOOP to move your bullet instead of using the bullet behavior. This is more precise.

    **Important note**

    I found something interesting... when you actuall create your bullet be sure it is positionned at an integer value position which mean you have to round it cause it will create problem once it reach the wall. The collision work with pixel integer value so if your bullet is created at lets say x: 233.444 it will move along the non-integer value of .444 and when it reach the wall it will obviously pass the wall off 1 pixel. I am saying this cause this mostly happen if you use the movement behavior as the firing object. Cause that object is never at an integer value so creating your bullet at x,y of that object isn't a good idea. The project option round pixel doesn't seem to fix this issue so be careful.

    Thanks to MadFactory since he referenced a MMF base idea on how to do it.

  • > Hello,

    >

    > What i wish to do is take Object A angle and set Object B position relative to the angle of Object A at a certain distance (lets say 200pixels) so if the Object A is taking another direction, the Object B must stay at 200 pixels in front of Object A at 200 pixels of position of Object A. The idea is if i am shooting object A that object b could serve as a detector in front of Object A. (This is not a line of sight only a simple detector.)

    >

    > Any ideas what i can use for this ?

    >

    > Thanks for your help! Greatly appreciated.

    >

    you could use the Pin behavior on ObjectB, and pin "position and angle" relative to Object A

    Or you could set ObjectB position to :

    X: 200*cos(ObjectA.Angle)+ObjectA.X

    Y: 200*sin(ObjectA.Angle)+ObjectA.Y

    Or even set an object point in the image editor 200 pixels forward the center of ObjectA, and set the position of ObjectB to it.

    Work fine! Thanks a lots for your help.

  • OK, here's mine.

    Bullet is on screen
    For each bullet
    distance(bullet.X,bullet.Y,tile.X,tIle.Y) < 10 - destroy bullet.[/code:2kqznxpc]
    
    Of course you can replace 10 with any other number that works best for your set up. 
    
    Now I'm not sure if Bullet is on screen & For each bullet are necessary. You will have to test how it works without one or both of them. I'm using For Each often, because otherwise event applies to all instances of same type ( I'm bit confused about this since @Ashley wrote somewhere that it is working like a loop even without a loop, but from my tests it doesn't work that way, and I tend to use for each )
    
    Another option to do is to make condition "Bullet overlapping at offset". if you set X to "-10 & 10" , and Y to "-10 & 10" too, should work ( if not try "-10  | 10"). Let me look at one of my prototypes to remind myself.
    
    EDIT@ Right, forgot that that project files got corrupted due to crash. Oh well.
    

    Look like a nice improved addition to the problem. I will try to implement this in my example. Thanks!

    Edit: Can't use your algorithm. The reason is we do not have access to the tile data. I am using a tilemap.. there no way to know which tile we going to collide.

  • Hello,

    What i wish to do is take Object A angle and set Object B position relative to the angle of Object A at a certain distance (lets say 200pixels) so if the Object A is taking another direction, the Object B must stay at 200 pixels in front of Object A at 200 pixels of position of Object A. The idea is if i am shooting object A that object b could serve as a detector in front of Object A. (This is not a line of sight only a simple detector.)

    Any ideas what i can use for this ?

    Thanks for your help! Greatly appreciated.