SoldjahBoy's Recent Forum Activity

  • Update your graphics card drivers. It's very possible that it only looks that way on your computer - it will probably look fine on any other computer.

    ~Sol

  • If you want a bouncy platform using physics, you would need to apply force to the player when overlapping the platform (possibly overlap at offset?).

    Basically something like;

    [Player is overlapping platform at offset Y+1]

    --- Apply force 500 at angle random(265,275)

    Or something along those lines

    ~Sol

  • You can email him at

    ~Sol

  • Sweet. I'm glad that worked for you!

    ~Sol

  • Dawwww new version of C2 lol... ok let me update!

    *EDIT*

    le Canapin

    OK I see the problem.... you are sending a request every 0.1 seconds, that's why. You're basically DDoS attacking the signalling server, so it's denying you after 198 requests in a given amount of time.

    You need to only send the request signal when someone is actually pressing refresh on the room list, or maybe automatically every 10 or 20 seconds.

    After that, the problem will stop.

    *EDIT AGAIN*

    You're basically bouncing between events 9 and 10 in the version you sent me... calling room -> on room called -> do stuff, then call room again -> repeat forever

    ~Sol

  • You could create some "gates" using variables... essentially a simple state machine.

    For a dirty example, lets declare a global variable and call it "Room1State"

    If a power-up is not overlapping a room -> set Room1State to 0

    If a powerup is overlapping a room -> set Room1State to 1

    Then just compare the Room1State as part of your conditions when tapping on the object (room or powerup)

    [On Touch]

    [Room1State=0]

    --- Activate room

    [On Touch]

    [Room1State=1]

    --- Collect Power-up

    --- Set Room1State to 0

    So when the powerup spawns over a room, just set that variable to 1, or whatever substitute.

    This would perhaps work best as an instance variable for your room object, but it depends how you're defining what a "room" is.

    ~Sol

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  • SoldjahBoy haha uhhhh... I think rojo made a slick example... let me find it.

    Here you go -

    I knew you'd know somethin'!

    ~Sol

  • The path finding behaviour works perfectly... but perhaps you are making some mistakes with it's use. It can be tricky to get it working as expected if you haven't had much experience with it. I don't use it often myself - but I've had some successful experiments with it in the past.

    The main things I would suggest to be careful of, is telling the behaviour to calculate the destination path too frequently. Once every 1-2 seconds is usually more than enough unless you have moving obstacles or incredibly fast moving objects. A common mistake that people make it getting the path to calculate every tick or every 0.2 seconds or similar.

    Another common mistake is having cell sizes that are not an appropriate sizing for the design of sprites and game environment. Having cells that are too big or too small can make weird things happen.

    Moving solids CAN pose problems, but there are even work-arounds and methods for dealing with this also.

    I suggest you try path finder again, and use a simpler movement method once close to your point of "last seen".

    ~Sol

  • I'm not an expert by far on Javascript, but I would suggest by design, that C2 is limiting this interaction - mostly due to the nature of it being "in focus" on any given page. This is to stop things like spacebar making the page scroll down, or other hotkeys interrupting the game/app/whatever.

    I'm probably wrong - but I'm going to go with "it probably can't be done"... though Ashley might have some kind of ninja workaround.

    I do find it curious though how you mention it works on desktop but not mobile... so perhaps it is indeed possible. Buggered if I know how to do it though!

    ~Sol

  • If the enemy is going inside the wall, check the size of your collision cells for the path finding behaviour. I assume you're using the path finding behaviour for moving the enemy to this "last seen object" you have?

    Also check the collision bounds of the wall objects and the enemy character too, and make sure they're good.

    To make the enemy go exactly on the object - check for a close distance (proximity) on the object... once you have this close distance (after using path finding) then turn path finding off and use "moveto" behaviour or some other movement method to go straight to final position. The path finding will work when the enemy is far away (so it will avoid walls and such) but then move to the exact place once within your defined distance (10-20 pixels maybe?).

    ~Sol

  • Bah! I haven't worked enough with multiplayer stuff to know for sure then... it just seemed like the logical solution to me.

    Is there another event somewhere that you're sending the room list too often? It may be a triggering issue as well... I mean, it sounds like something, somewhere, is popping through too many requests in a single tick maybe, or you're getting some weird cascading in your conditional requirements.

    If you can post your capx I can take a look and mess with it as well.

    ~Sol

  • Not remove the loop itself... just MOVE the request action (from event 28) into an isolated event so it's not triggering (with a 1 seconds delay) for every [loopindex].

    So instead of requesting in that loop - set a global variable or something as a trigger (1?). Use that trigger to do the request only once instead of X "rooms" loopindex - then set itself back to (0?).

    I'll be surprised if that doesn't fix it :/

    It's either that, or something is telling the signalling server someone is joining constantly... I notice your master condition there is set off by "on join".

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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