Proxymity's Recent Forum Activity

  • Hi MPPlantOfficial,

    can you provide us your *.capx?

  • Hi elbando,

    if you dont need to download it (if its ok for you to get the log-output into a textbox (multiline) where you can copy&pasta it somewhere else):

    1 multiline TextBox is needed for that. Call your "Debug"- function and give it a parameter (Param(0) in my exmaple); for example:

    "RandomValue: " & aRandomValue[/code:1ww4xs0t]
    
    Thats the way Im logging stuff in my projects.
    
    Have a great weekend,
    Proxy
  • Hi Sherlautten,

    before I paused it, I worked on a project (and are still working ) which also gots a "list & search open games" with X slots for each player. That part isnt really finished (and still needs more work).

    Are you using the same backend-logic for creating and showing/listing rooms as in the tutorial you mentioned? How are you sending the informations to all clients, when a room opens? You possibly could include a 2D array which includes all relevant informations about each rooms and is sended AsJSON to all clients everytime the client/list refreshs; after recieving the array, put it into an another array and show its contents on the list. This could also be possible with variables & parameters. Try posting the link with spaces in it after and before each "." so we still can take a look in.

    Have a great weekend,

    Proxy

  • Wishy that sounds like it would work but how would I test if its a new install or not?

    Hi HZGaming,

    the best way in my opinion (requires some knowledge in with AJAX plugin, also MySQL and a little PHP is needed) is, building up your own little framework/api where a user has the option to register (not speaking of Facebook - or something you dont want to have ; Username & PW is totally enough.. maybe an optional mail-address for beeing able to recover his password). This enables such great ways and features to extend an app (having the same savegame on different devices, etc.).

    I think in any way you should head for some webstored data (speaking of MySQL, PHP-to-TXT-Scripts, etc.). When I read "Restore purchases" I understand "restore them under any circumsances", meaning: even when flashing a new ROM to your device or changing it (after a guarantee repair, for example), I am able to restore them.

    An another way could be including Google Play services into your project (there are plenty tutorials in the forums/tutorial-section for it) - but even then, if you want to cover all scenarios of loosing data, you have to store things externally of a device (where MySQL comes back again ;D).

    Good luck with your project and have a great weekend,

    Proxy

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  • Click in your root folder at the very top of your list, then head to that attributes in the legt panel - there you can set the default layout.

    Regards,

    Proxy

  • Thank you for taking me serious independed of my childish English. I cant do better.

    First off, its not important if your english (or whatever language you write) is correct or not (my english isnt better at all.. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":-D" title="Very Happy">), the context of what you are writing about is - and yours is! <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink">

    Indeed, your points are right. I just tested it out a bit, playing arround (the player now auto-attacks in 3 second intervalls, the enemy attacks with the same function in 0.5s intervalls). The "animations" are looking fine, also the GUI (after pressing attack, the attack-buttons are faded out (and will be faded in back again when cooldown=0)).

    Arent wait timers frame indipendend? Normally they should not be affected by framerates in generell. For every kinds of movements Im going to use dt. There shouldnt be *that* many particles (if realizable, Im going to make a little benchmark on the first start, getting the cpu usage/framerate while showing a few particles; then the game should set up correctly itself for having the best gfx/framerate option... gonna make a "graphic" option menu where the player can adjust things like max. particles shown or particle-quality in general for choosing his best experience ingame) because its aimed for mobile devices. Testing this will become a bit hard, because I got a nvidia shield k1 which doesnt represent the hardware on Android in general (and a Lumia 640, which is also not that interesting for the most users).

    Back to topic:

    Yes, you are right about what you say on timers/wait-actions. But while testing I didnt encountered any problem with that. At first Im doing the PvE version - PvP is part of a far future for this project (when its about doing the PvP part Ill do a server/client version... PvP games are hotspots for hackers, so the client will only be there for sending requests to the server/backend which does everything when it comes to calculate, displaying health, etc.; the client will only be there for the "visuals" - but thats another point which isnt worth mentioning here.

    Heres a "demo" of the current state (sorry for the very rudimental graphics.. how I said, first I need the core-system, then Ill go for gui, graphics and the stuff that makes fun.. gfx used are from Kenney, if one wants to know: http://kenney.nl/projects/kenney-game-assets-2), enemy attacks in 1.5s intervalls. To attack, just press the light-green-button (bottom left of the gui above the right player character):

    (to /2: while testing I didnt encountered problems, as already said)

    http://proxy.wtf/construct2/combat_system_test_timers/

    to 4/

    As the "wait" time is influenced by the attack-speed which is calculated out of your stats, I (at least hopefully) think, that the "unpersonal" scenario will not hit onto this. Ill also have no collisions (sprite collisions); I plan to include hitboxes. Since there wont be a "dodge" action, I dont have worries about that point. When player/enemy is killed, im going to deactivate the groups which are responsable for initiating attacks.

    Ive also tested "signals" and waiting for them, but that would extent the code pretty much, thats why Ive chosen the wait action.

    Sorry for that wall of text <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink">

    Have a great day,

    Proxy

  • I had the same problem several times - and I didnt found a solution yet.

    You might create a 1x1 px sprite, center it in your layout (just do layout.X/2 and layout.Y/2) and give it the ScrollTo behavoir. In order to shake, you have to "show the borders". You could also zoom as the ScrollTo sprite as the center (zoom in about 5% or something) and then shake; after the shake zoom back.

    Regards,

    Proxy

  • Hi justintime0185,

    when having 8-way movement, give the player also the platform-movement behaviour and set initial state to false. Make a new event, if space (or an another button) is pressed = simulate jump (platform behaviour). I think its the simplest way to achieve jumping with 8-way movement. (you'll have to add a keyboard to your project file, if you want to get it done by pressing a key, otherwise youll need a sprite for the GUI input and a mouse/touch object in your project; then: "if sprite is clicked/touched then simulate jump").

    Regards,

    Proxy

  • Here you go (with a understandable commented source): https://www.scirra.com/tutorials/902/li ... raycasting <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink">

  • So there is more then one player? And they call the same function ?

    Currently Im planning only 1 vs 1 combats (player vs. AI (PvE) and later Ill do an "arena-like" multiplayer (PvP)). Both players - or player and AI - will have access to the same "atack-process"; in other words there is only 1 routine for both. The "attack preparation" will be the same for both; the function called after "attack preparation" which shows the animations will have several if-clauses for identifying which player/AI got which hero and which animation (and set movement) has to be shown. Ild like to hold the source slim and compact, thats why.

    (The long version:)

    I thought, making a single "attack"-routine would be the easiest way to get this done, regarding that there will be several protagonists/anthagonists/whatever which will be doing exactly the same (regardeless of the animations, attackspeeds, etc. they got). The game will have its focus on stats/combats. I want to make it possible for (for example in PvP) a new player who doesnt really got good equipment to win against a player who already spend several hours in the game if he plays "better" (meaning: countering/bloking/studying the opponent). If you know the game (series) "Lost Souls"/"Dark Souls" - thats what I took as a "reference" in complexity and gameplay (yes, its nearly impossible to port such a milestone in gaming history into a mobile game, but Im not doing a clone - Im focussing on its complexity about what you can do with your hero/character).

    Magistross: just got home from work, tested it - and it works perfectly! Once again: thanks!

  • How sure are you that the function wil not get called again in the time that the wait action waits + the time that the delayed actions excute ?

    Up to 100% the "attack" process can only be active 1 time for each player; if cooldown=true (or "1".. no bools as global vars :/ ) then you wont be able to attack a second time. Cooldown will switch back to 0 (false) when the whole attacking process and returning to "starting position" is finished.

  • Hi Skvor,

    this may help you out: https://www.scirra.com/tutorials/4981/s ... den-player

    You have to change the z-ordering for your player. With that tutorial you may cover up all your questions; instead of showing the silhouette (if you dont want to), just leave that art blanc.

    This could also help you out: viewtopic.php?f=147&t=129745&p=969922&hilit=ordering+isometric#p969922 (ignore that its about isometrics; its z-ordering what you'll need).

    Have a great day,

    Proxy

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