zyblade's Forum Posts

  • Hey,

    and welcome to the scirra forums.

    Maybe this link will help you?

    Maybe you already know this thread.

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  • I have a question, to everyone with a little more network-/programming knowledge. When I try to run a server.exe, build with the network plugin, directly on a server I've rent (tried it on an old minecraft server^^) it won't start of course, since server don't have directx support, they just can start normal applications.

    Here comes the question: When I start construct and click on "new -> new application", I can't put the network object into my project, because it's made for the directx part I think.

    Is it possible(after the main bugs are fixed), to make a seperate copy of the network plugin just for the "application" mode in construct?

    You get my point?^^

  • As far as I know, the will client send out position updates(in the most cases)? If they are flooding, the player would glitching around. But we really should wait for scidaves reply here, or someone, who is more adept in networking, especially with your "n" problem.

    edit: or make a condition, when the client sends out packets, create a sprite at a random position <img src="smileys/smiley36.gif" border="0" align="middle" />, thats my chaotic method to proof is something is happen rapidly^^ (of course you should choose another method or at least stop creating sprites at 100 or more automaticly, or just make a textbox log which is more professional)

    There's also a "disconnect" action for the game.cap you could use. But I'm not sure how to make the condition, which compares how many packets sent out in a second or every 5 seconds.

  • For me, the example shooter when I tried it the first time, it worked great. Me and my friend both had winxp(I'm pretty sure, but not to 100%).

    Later, when I made my own example(now on win7) it didn't work anymore(it was the same .exe, I didn't recompiled it). So I tried the perfect working example from scidave and look deeper in the cap to determine the error I made. But it also didn't work anymore. Me and my friend needed to run on compatibility mode. That worked to both, the old .exe and a newer recompiled .exe from scidaves example shooter.

    Also, me and Wolod ran the game and he has winxp. He just started the game.exe and connected to my pc via hamachi or real ip, not sure. It worked. I'm almost sure, setting only the server to compatibilimode didn't work. At least, my game.exe needed it too.

    I really hope, this plugin runs stable anyday, so I can use it for any of my projects. I would even donate if someone makes a stable network plugin with a few features to determine the players via ID etc.^^

  • Make exe files from your project, start every exe (server, game executables) with winxp compatibility mode + as administrator.

    Fixed for me the issue. I'm currently waiting for scidave 's reply for a fix for that <img src="smileys/smiley2.gif" border="0" align="middle" />

    edit: I have win7, winxp users(I think) don't need to do this.

  • That's the way I would do it: Link

    edit: mousewheel up/down or click on the hp-bars to see what happens.

  • Aah didn't know that you had such an easy hp bar. Thought you had an entire image that need to be cropped. I'll post my solution a bit later here. But shadowlords solution, was that, what I had in mind for "any" picture you want to get smaller relative to the hp.

  • G-force 9800, same issue here.

    edit: 32bit, win7

  • I google timedelta and found this from that thread.

    Don't think too complicated.

    So you want two objects with different distances to destinationX to reach that point at the same time. lerp is perfect for that, because wherever you start, as soon as the t-value reaches 1, both will be at destinationX. All you need to do is raising the t-value from 0 to 1 over the period of time you want.

    If you want a number to grow over time, you add n * timedelta to it. The maximum value of t is 1.0. How long do you want it last until 1.0 is reached? 'n * timedelta' equals 'amount per second'

    To have it last 2 seconds, you'd add 0.5 * timedelta (2 * 0.5 = 1)

    To have it last 5 seconds, you'd add 0.2 * timedelta (5 * 0.2 = 1)

    etc.

    + some condition

    -> myT = myT + 0.5 * TimeDelta

    -> lerp(object1.x, destinationX, myT)

    -> lerp(ScrollX, destinationX, myT)

    Just make sure, myT isn't raised anymore, after 1.0 is reached.

  • This is from another thread I helped out someone with grass.

    link

  • For cropping sprites, the tiled background is good, setting its width and height. But for cropping from left to right, I probably would use the canvas object by destroying pixels.

  • My "r0j0hound"-folder gettin' bigger and bigger :P

    You never know for what they are good for later^^.

    And here comes my macro: Thanks R0j0!

    edit: what is the hastable for in the .cap?

  • Is it possible to recreate this bug in a barebones .cap. I'm afraid, ppl can't help you really much without seeing a .cap.

  • I'm giving you a hint. Repost your question here in the correct forum: Link and then post an example .cap file that shows the error and I'm pretty sure, you will get helped real quick. :)

  • Thanks Wolod!

    Maybe you're right. When someone needs help with the menu, he will reply here anyway.