Sirvoid's Recent Forum Activity

  • Sirvoid I doubt it unless you can figure out a way to use a texture to control mesh vertices, but the texture has to be generated some way. Maybe doable but beyond my knowledge.

    Ok but how can I control the mesh verticles ??

    I don't see any ways to do that.

  • I don't have the time to explain but here the capx corrected.

  • is there any ways to make a mesh or something similar for a random terrain generation?

  • Is there any ways to get/set the weights to do some kind of genetic algorithm ?

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  • How can I make a dynamic lightning system for a sandbox game ?

    I want to make something like Terraria :

    I use a tilemap and I tried a lot of thing but I still have problem with performance.

    If someone can help me .. Thanks

  • I find the problem ...

    It was a useless line of sight with a too big range ^^'

    Thanks for the help ^^

  • No I checked everything but I don't understand why I have this difference.

    I'm only a bit higer and I lose 50 fps..

    I lose fps at the same places.

  • Hey

    I'm making a sandbox game and I have some weird performance problem ...

    when I am at certain place I lost a lot of fps and I think its due to collision check :

    No Fps Problem:

    Fps Problem:

    Thanks.

  • You can't make that with photon.

    I suggest you to use Firebase to make your login system:

    Firebase

  • >

    > yes but this is not the best way when someone like me have a bad connection :p

    >

    It sends less data and you're less likely to miss that data when it's sent. Even if you do, you'll receive a new event soon after which sets the correct position & movement state of other players. Photon also has a limit on how often you can send events, so unless you want to hit the limit quickly sending less data is better.

    I don't want to modify the tutorial to keep it easy to understand but I add a commentary in the capx to warn than it send a lot of data

  • >

    > >

    > > Set up Photon to send an event update when the following events occur:

    > > - Player starts moving

    > > - Player jumps

    > > - Player starts falling

    > > - Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)

    > >

    > > Syncing those events should fix the issue.

    > >

    >

    > Unfortunately , that didn't seem to work either. I've tried across multiple devices and browsers.

    >

    > Here is my .capx, taken from the tutorial for simplicity sake.

    > https://dl.dropboxusercontent.com/u/44188718/Temp/MultiPhotonTutorial.capx

    >

    > You'll have to put in your own AppID for Photon.

    >

    You don't need to send the X/Y position every tick, that's super-inefficient, especially when using the Platformer object. Send when you start/stop pressing keys instead. The example tutorial the completely wrong way to do it. Let each local machine control all of the player Platformer objects, but set up player input to only directly control the player object assigned to the local machine. When the local player object receives input, send it as Photon events so other players receives each player input event and trigger them on the local machines. Think of it as client-side prediction: the player objects just receive start/stop information and occasionally send and receive position events when specific things happen (start moving, stop moving, jumping, falling, etc.). It's a lot less data to send as well so should be less affected by connection speed.

    yes but this is not the best way when someone like me have a bad connection :p

    And I tried to make the thing the more easy possible to understand.

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Sirvoid

Member since 3 Oct, 2014

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