Yung's Forum Posts

  • Thanks for the offer, Jayjay. One question I have in mind is so far, from my testing in local network, it seems to be quick and stable enough. But in your opinion, would it be suitable for making suitable fast paced shootemup multiplayers? Thanks!

  • Nice to hear that! Really looking forward to the next update. Btw, Lucid, you mention the original spriter on brashmonkey can be converted to support the next version you will be releasing?

    Will the source file be able to be open in the new spriter?

  • Any news on the update? Would really love to try it out more :D

  • Hi guys,

    I am currently trying to develop an active time reload system for a game idea (think gears of war active reload). Currently I got it to work well by pressing a sprite button but I have hit a problem of some sort.

    Basically if I used sprites as buttons, the 'refresh' of the buttons are very quick and button like, enabling me to toggle it quite fast. But every time I try to stop it seems to lag behind, requiring some trials and errors and predicting where it will land with that half second lag before stopping.

    The other solution was using a text to do the button toggling and at first it seems to work well, but it seems the 'refresh' of the button is causing some issues. It takes about almost a second before I can toggle the state of the text button.

    Here's an image to illustrate the problem. I have also uploaded the cap in case anyone is interested.

    <img src="http://dl.dropbox.com/u/3061307/activereloadproblem.jpg" border="0">

    ActiveReload.cap

    Thanks alot for taking your time on this. Any help and advice is much appreciated!

  • Wow, that's so much more cleaner! Thanks for the help chrisbrobs!! Gonna implement on top of this :D Thanks!

  • Thanks TastyBytes. Basically I just stored the frame number that the animation has when both legs are touching the ground, in this case about 16 and 29. Every time you make him move, the animation will loop as usual like a walk cycle until you stop, then a loop will check which frame you stop at. Then from there, it will loop to either frame 14 or 29.

    Hope it makes sense

  • dsarchy thanks alot! That's actually what I had in mind, though my initial test gave me some weird problems.

    I solved this issue with another test on Construct Classic, as I am more familiar with it. For anyone that is interested, I have upload the cap file here.

    Note: Done Using Construct Classic. Can't open with Construct2.

    Animation Ease In/Out

  • Try putting a "Else" condition on your second condition. I managed to get it to work. Hope this helps.

  • Hi guys,

    I am trying to make a animation blending system where the legs of the robot I am animating will stop at a specific frames (14 and 29) where both the feets are touching the ground.

    I have set it up so that if the animation is playing, as long as the animation frame is not 14 or 29, a loop will loop through the animationframe and play the animation until it stops at 14/29.

    When the robot walks again then, it will continue from the previous frame (again 14 or 29).

    For some reason however it seems like I am facing an issue with the blending. The frame will stop at the nearest frame, but it will just stop abruptly instead of easing in.

    I hope I am making some sense?

    If anyone is willing, here's the Capx for you to dissect the errors I made.

    Thanks alot for your time and I appreciate any insight for this.

    Edit:

    I have uploaded into Arcade for those who want to test.

    Arcade

  • Thanks for the suggestion, scidave! I hope you can work on this again sometime in the near future, it's truly a brilliant plugin. I tried Podsixnet could not get it to work at all no matter how I want to.

    I will looking into the Pixel People source as you've suggested :D

  • Keep up the good work. Can't work for the new version :D

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  • Hi guys, just a bump for help on this matter.

    I also noticed that someone is developing a network plugin for C2. Seems like a good choice to migrate, as it seems Scidave is busy lately.

    C2 Multiplayer

  • I am still new to this, but after studying some of the great examples provided here, it seems that a separate event sheet would make things easier to import later, especially for bigger games. Like you can have a very complex animation blending system for the main character and if you have put it into one big event sheet, it will get messy. If it had been separated, all you got to do is import it in the layout.

    Make's creating new 'level' much easier too. Just do import all the event sheets that you need and start playing with the level's design.

    This is just based on my limited knowledge. Perhaps someone more experienced could provide more light on this.

  • Hi there guys,

    I am currently learning to make a side scrolling multiplayer shooter with Construct, and I found the great plugin by scidave

    I was making progress with it, and managed to replicate it and make a chat program on local and also a test with two players controlling a cube each (nothing fun yet).

    The first version I made was to avoid the way scidave coded as I want to leave the code as future friendly as possible (the game will have 2 players, but looking to support up to 6 players).

    The first versions basically have two Avatars both with 8 direction behavior and depending on the pNumber assigned by the server, pNumber1 will control the redbox and ignore bluebox's control, and vice versa with pNumber2. It works fine and all, but I noticed that even on local testing, there's a slight lag on both players.

    The next version was done by a friend where he follow's scidave example, and surprisingly his version played much smoother. The only problem with this version is the that players, regardless of pNumber1 or pNumber2, will always be the redCube while the 'enemy' will always be blueCube. I hope this is not too confusing.

    My question is that which method is better? I really liked scidave's method, for it seems to make the lag disappear almost entirely. Is there any other alternative that will be better to code for a multiplayer action game?

    Here's the two cap files for both versions, in case you guys would like to see the mess I made :D. I appreciate any help or insight on this.

    Version1

    Scidave style

    Cheers!

    Edit

    Sorry, I noticed I made an error on the link for the first one. It's fixed now.

  • Briefly gave the UI.exe a run and so far everything seems very stable. Did not crash in the brief moment I played with it. The only thing that seems to happen is after there's a new UI, left clicking will keep creating the same options in the UI, I guess that's normal?

    Looking forward to the update!