zquify's Forum Posts

  • 2 posts
  • Sorry if this is a little late, but Target Actor references the Actor Number of the user. Each connected user is assigned an Actor Number, with the first player being "1" second being "2" etc.

    Out of curiosity, what are you using Target Actor for?

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  • I was thinking of the lag interpolation, that is to mask the packets of lost data with a lerp between the old position and the new one,I tried to implement it in my game, but I think I’m making holes in the water

    I'd do this at a very low value (like 0.05) but also send "simulate control" events to the other clients. That way, even if the movement is a bit off, it will compensate for that.

    "Left Arrow is down" then send Event 1 with "Left"

    "Right Arrow is down" then send Event 1 with "Right"

    "Up Arrow is pressed" then send Event 1 with "Up"

    On Event 1

    >Photon.EventData = "Left" then Simulate Control "Left"

    >Photon.EventData = "Right" then Simulate Control "Right"

    >Photon.EventData = "Up" then Simulate Control "Jump"

    Every tick lerp Player.Position to Player.NewPosition

  • 2 posts