troublesum's Forum Posts

  • Is there any where in the IDE (Construct 2) that I can do a collapse all for all my groups and functions on the event sheet im working with? When i get lost in my code its really great to just be able to right click and choose Colllapse All and then go to where im looking for but i don't see this any where?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • If your condition On Collision with EnemyFamily it will pick the sprite in the family that had the collision. so the action should only affect that sprite and not all of them. Can you post a screen shot of the condition action so I can see what you have?

    Check out manual entry for families. Seems like what your asking for is show here: https://www.scirra.com/manual/142/families

  • If i'm understanding the question correctly. Shouldn't the family object take care of this already...?

    Condition: on EnemyFamily "Hit" (Picks the object in the family that was hit)

    Action: EnemyFamily "Light Up" (should only affect the enemy in the family that was hit)

  • Could you just spawn an pin and invisible sprite over each team object. Team 1 gets invisible sprite 1 and team 2 get invisible sprite two and when the two invisible sprites overlap you you know its the condition your looking for?

  • You don't have anything checking if numero is 0... It might be if that's what is in the array? If it is zero then you never increment x based on your loop conditions

  • The irony is the to my knowledge (as a web developer) google actually prevents its site from working in iframes.. I would try a different site as test..

  • I don't think there is any method presently available in construct to do this. The best you can do for the moment is have an room name list (dictionary) that the game cycles through joining each one until it finds one that isn't full. the host detects how many players are connected and when enough have logged in the game starts.

    Other wise you would need to have your own website and working database with player logins, ids, room creation and game management to handle players that want to create, set room passwords and join rooms (that's what I'm currently setting up for my own games). Unfortunately this requires a pretty good deal of knowledge regarding web development and database design (its only a hand full of tables but the logistics is somewhat tricky).

    However It also prevents me from running the game as a standalone App with out building the room creation/joining into the game (which im avoiding becuase that would be really difficult). So my games for now will all be purely web based to maintain session info and keep players synced to there rooms. My biggest fear though is the by the time i get it all up and running Ashley will have created some amazing plugin that will handle this and my work will be for nothing... for now though to my knowlede nothing is available to manage room creation/joining

  • It sounds like your problem is you hard coded a single room name in your game and all game instances end up in that room? So what your asking for is a method for detecting when X number of players have joined and place them in their own room so they don't interfere with other player games? You could create an dictionary of lets say 100 room names. when a player connects they always try connecting to the first one.. if it comes back full move on to then next. You specify how many peers per room you want.

  • Nope.. Not with out disconnecting from the room and and then rejoining a new room could you change the host peer designation. Even then it still goes to the player that connected first.

  • I would bet the flood limit is how scirra protects its server from tons of requests (or when someone rights faulty code) so they don't crash the server. I handle all my rooms by having the game send an ajax request to my server to get a room thats available. a few mysql tables handle this easily.

    If the player is the first to connect the server doesnt send him the room name yet.. the server just sees that hes ready to join a room when another player connects so he is queued as next in line... all he sees a waiting for player message... once another player has opened the game the server sees it has two players waiting and sends them both room name.

    If you have access to a server and understand ajax this would be the cleanest way to do it

  • You could either make the collision polygon on the player smaller than the player so his feet dont fit in the box or I believe if you make the colision polygon an up sidedown trapazoid the bottom edges will be at an angle and he should slide off.. would be careful though as im not sure how these will affect the rest of your the game play...

  • A great method i use is I can make one player trigger another function on another players screen to simulate the action instead of associating objects. on one end I store a function name and params in dictionary and then send it as json as a message to other players. they see the message parse it back to a dictionary and run the function.

    For a game like checkers you could create small functions that perform the move actions. the player that initiates the move just send the function name to the other players... the other player(s) call it at the near same time you did so it looks real time.. you wind up sending like 2-3 messages instead of one for each position move. theres no lag to compensate for.. works realy nice for me... required putting in a persistent call... so if I tell the object to simulate running I tell it to persist on the other players screen until i send the next instruction to stop. Sorry no tutorial but its an idea that i think others would benefit from...

  • jayderyu - I use dictionary's everywhere.. thats how i found this...what i I found is that setting dictionary values actually slows down the FPS after a while, if I do about 8-10 or more add/sets per tick it becomes more noticeable on mobile devices (normal PC's and tablets can handle it no problem). But on mobile I start to loose a couple FPS and gets worse the more I add.

  • My good habits are to use small sprites, No large transparencies, keep the sprite count on screen low, don't Set Dictionary or TextBoxes on every tick, avoid webgl effects effects and I get close to 60 FPS on my galaxy S4, and 50 FPS when using new multiplayer module (working).... testing, testing testing.... requires lots of testing and refinement but it is absolutely possible... the people that have issues are ones that build the game entirely tested on PC and then port to mobile and see a major performance loss. Tablets and PC's are much more forgiving but mobile requires lots of hard work to keep the frame rate up.

  • Im not sure what choose() function is returning .. but i think i see it... the MySounds for loop does not loop through the array keys its just a standard for loop. you would need to do a Array_Color "foreach element" on Axes X for it to return the CurVal of what was stored in X