Foolster41's Recent Forum Activity

  • Hi! I'm working on a edutainment/toy game about wiring, making different contraptions with logic gates and objects.

    I'm having trouble with saves, specifically making sure I can add new features in the future and have old saves compatible with those features.

    The On_Load function works (it returns the "Load!" message.) I gave the objects a instance variable to give a position (TB_AnchorX & TB_AnchorY in the toolbox (toolbox tracks the page it's on, if it's one of the toolbox items)

    When I load a version where the not gate is set off the toolbox and then load from a version where the not gate is places on the toolbox, the not gate disappears.

    Help is appreciated! I've looked at the tutorials and I see about using the On_load, but it's not working for me. I'd really like have older saves compatible with newer version. Thanks!

    E: So I did some testing, I made it spit out a list of objects when I press a key, and it looks like the version of the object has the Anchor coordnates are 0, so it doesn't slot it into place.

    E2: I created a fresh object and put in some code, and then loaded a save from an old version, and the object shows up fine! I guess the problem is the newwer versions are being overwritten with older versions, so I just need to not have unimplimented objects in the project yet. Thanks anyway!

  • Some D pads seem to read as left axis instead. My problem is, it's reading two presses at a time (when I press left it also adds up as well).

  • I'm working on a turn based board game, and I'm a bit baffled on how to sync objects in multiplayer. There's no animation state changes in the C3 multiplayer tutorials, and searching turned up nothing. I found a C2 tutorial that triggers animation changes on key-press, so I don't quite get how to make it automatically update.

    On start-up, host syncs a variable "CAnimationState" on the "peg" object.

    Basically the process for a non-host playing a piece:

    -Send a message to the host telling them the XY coordnates and player #

    -Host creates the object with the correct color on their board (working so far)

    -Client creates the synced object (Also working)

    -On creation if non-host, make the newly created object's animation equal to it's CAnimationState.

    (This condition is triggering, But it looks like the variable is empty).

    Am I syncing the variable wrong?

    (Again, I don't feel comfortable sharing the .cap since it's for a client, so not my game, but I can provide more info if needed.)

    Thanks!

  • So I have to spawn the objects manually via messages? Okay, I guess I was hoping there was a way of doing it automaticly, like it was doing from the host. Thanks!

  • I'm making a mobile version of a board game for a client. Looking at the multiplayer tutorials they seem to use a simulate 8Direction movement and mutliplayer variables LagCompisatingX LagCompisatingY that I think is how it syncs between host and client, which doesn't apply for a turn based game.

    The client player can see the host's moves, but not visa-versa.

    I tried making it so on creation of the peg objects it syncs it and associates it with the owner, like the tutorials do.

    Here's screenshots of relevant code (Since it's not my game, I didn't feel comfortable sharing the entire project)

    On object creation it asosciates it (like the tutorials do)

    The networking related code. I have a series of signals to the host on events, which then broadcasts it back to each client. I'm a bit lost on how I'm supposed to signal a client's move to the host (update the posistion of the pegs) though.

    Thanks!

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  • Is there a way of getting the velocity inside a "for each object" select (So it gets the velocity of only 1 instance)?

    It seems to always only get the velocity of one of the objects. I set a instance variable to velocityX+VelocityY. It's setting another instance variable correctly, so I know that's not the problem.

  • No plugins are being used.

    I think changing the program's window size fixed the problem (before it was quite a bit wider than the default, I think ~2000x640), though I have no idea why that would be.

  • Gridwar.cap

  • The game i'm working on is a top-down turn-based game. Right now I'm working on a system that calculates whether you can enter the adjacent spaces based on the terrain and how many points the player character has left using a recursive function.

    I have it so when you click the PC (a sprite) it should trigger the function. The problem is, when I click it, it does nothing, but when I click within 32px LEFT of the object, it triggers, meaning the object seems to be to the left of where it appears on the screen. I think I'm having trouble with other objects because of this as well.

    I tried moving the objects' hot spots around, but this has no effect. All of the objects are 32x32px squares. I even tried to create a new sprite and it has the same problem. It seems the offset is always 32px, no matter the size of the object. It seems there is some variable I'm missing but I don't see it. Help with this is appreciated.

  • So I fixed the problem. Turns out I needed to regenerate the obstacles map (a RTS behavior command) to make it start avoiding.

  • I'm working on a J-RPG game. I want it to select a party member and then have them do the actions for the attack.

    the first one I'm doing is "jab". the character moves foreword (using the RTS behavior), punch, play a sound and then go back to the previous position. So I don't have to do a funky "if" tree I have all the PCs in a family (called "friendlybox") that all have the RTS behavior. The problem is nothing happens for the movement part.

    It works fine if I change it to directly activate one of the PCS , but not if I use the family name. I used a selector to find the right PC just before, so this should work.

    http://www.4shared.com/file/JnlVP-pI/HD_2.html

  • I'm in the process of designing a "J-RPG" style game, and I want to have party members follow around behind you. The party members are a sprite that follows on top of the x/y of a box, and the box has the RTS behavior that follows the player. Everything works well except they go straight through solid objects, even though the pathfinding is set to go around solid objects.

    I don't know how to do attachments (the forum FAQ doesn't seem to explain how), but here's the .cap file. HD.cap

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Foolster41

Member since 24 Jun, 2009

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