spacedoubt's Forum Posts

  • I don't usually like to just hand people capx's, but I think in your case, it will benefit you to try and learn from some of the things I've changed..

    A few notes:

    There is no need to put "every tick" everywhere. Any event that is not a trigger (with the little green arrow) happens every tick.

    Also, every tick means 60 TIMES A SECOND.. so you can imagine that creating objects 60 times a second is not going to work well, performance-wise..

    and lastly, I think you should do some research on C2's "picking" system.

    Anyway, I hope you can learn from this:

    https://drive.google.com/open?id=0B1Aaz ... lpjd2dNMTA

    If you have any questions, feel free to respond here or PM me.

  • Somehow I got sucked in to investigating this.. It definitely happens to me too.. AMD Radeon 6800 if it helps..

    I started playing around.. and this thing makes no sense..

    I deleted everything from wertandrew's project except debugbox (sprite), limelight font (spritefont), and the playerwindows (sprite) (-- no 9-patches left!) and the bug is still there.

    Deleting either the debugbox or the spritefont makes it go away.

    OR

    Taking the set color effect off of either of them makes it go away.

    OR

    Adding another effect to either of them also makes it go away.

    So anyway.. not sure I've helped any, but it seems to me the 9-patch is irrelevant.. If it might help, here's the capx super simplified (no 9-patch) and still bugged: [link removed in lieu of new one]

    EDIT: I just reopened that file and now it's not bugged.. so maybe it only stayed bugged after deleting all the stuff..

    EDIT again: I went through my delete objects test again, but this time I left one more spritefont in.. the saved file still contains the bug (super simplified, no 9-patches). the "makes it go away" list above still applies, except that when deleting the playerfont spritefont, you don't see that it's fixed until you save and reload.. so confusing.

    Here it is: https://drive.google.com/open?id=0B1Aaz ... UdBVEZxM2s

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  • I think you need to simplify/take a few pieces out and see if it's still happening. If it is, I'd make a bug report.

    Recreate the problem in as few events as possible (leave out the sliders and dictionary stuff and try running without a function). If it still happens, I'd say it's a bug. If it doesn't, you'll have a much better idea as to what's causing it..

  • Having some fun with R0j0's mode7 plugin and a limited colour palette!

  • I'm in!

  • I have done some persistent world stuff with it using the FireBase plugin, (which I believe is pretty similar to photon). If you're just wanting a persistent world and aren't too dependent on split-second updates, it's definitely doable and not too insanely difficult. The split-second updates is probably doable, too, but as far as I can tell, it's insanely difficult..

    That said, multiplayer is very head-twisting whether or not you have actual coding experience and I'd recommend making sure you have a very firm grasp on C2 and whatever plugin you decide to use before I'd even attempt it.

  • That is some pretty lighting!

  • I don't usually hand over capxs without explaining them, but I'm tired, and I'm sure you'll get it when you look at it.. so here ya go! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://drive.google.com/open?id=0B1Aaz ... VFMdWlqRHc (download button in the top right corner)

  • Really lovely work!

    If I had any money, I'd hire you for sure!

    Maybe one day...

  • There are 5 games on Scirra.com...

  • Well said. I almost completely agree with you. But agreeing doesn't give us anything new to talk about.. so...

    Well.. he said he had worked around the ONE problem (you kinda gave it a few labels, but it's still the same problem) that is caused by that. and it really isn't very hard to work around, so I didn't mention it. but yes, it does come with that problem.

    I don't think either use is more proper than the other without being specific as to what the intended result is. In my mind, using lerp the way you suggested seems extraneous when there's so many built in ways to have things move or change size at a constant rate, which, I think, is why most people here in C2 land are using it for the smootherism.

    I mean.. obviously the smoothing is not by accident.. tons of games and applications (big and small) use it that way.

    Using it 'every tick' outside of ticks where you actually need it is obviously a whole other issue and would apply to either method..

    That's only 2 cents from me. That's all I've got to spare (the exchange rate is not great...)

  • Have you read the manual/multiplayer tutorials? It's not easy.

    You're already missing about 4 steps. If you haven't done your homework, it's only going to get worse.. I figured this out with just a quick peek at the manual:

    Connect

    Connect to a signalling server. Upon successful connection, On connected will trigger.

    On connected

    Triggered after successfully connecting to the signalling server. In order to join rooms, it is necessary to next log in to the server.

    Log in

    Once connected, log in to the signalling server. Players must log in before they can join rooms. Upon a successful login, On logged in triggers.

    On logged in

    Triggered after the Log in action if the login is successful. Once logged in it is possible to join rooms. (yes, it literally mentions that on every single one of those manual entries)

    NOW you can request the room list...

  • Sweet! Yeah, 'on tap' triggers on a quick touch and release... It also makes me want a beer...

  • Unconnected I believe what you are doing is correct. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    99Instances2Go Isn't what you suggested just moving it at a constant speed? and therefore defeating the smoothness that lerp is typically used for? I mean.. what you said is useful, too. but when people around here ask for lerp, I usually assume they're looking for the smoothy version.

    EDIT: Found this: https://www.scirra.com/blog/ashley/17/u ... delta-time