Animmaniac's Recent Forum Activity

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  • This was asked before, you can find the answer in this thread:

    http://www.scirra.com/forum/snapshot-canvas_topic56332.html?KW=swipe

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  • Doesn't that give the player host an unfair/unacceptable advantage? What happens in the situation I posed: what if two clients use their internal logic to come up with opposing outcomes (e.g. who has got to a waypoint first)? (Keeping in mind of course that the data from the player/client will necessarily have taken longer to get to the player/host.)I think most of these problems in theory could be solved with cleaver ideas. For instance, you could have a built in rule on a generic server to use an equal random chance to give priority to one of the user's outcome when there's conflicting data. Although this would not be absolutely fair, it would be acceptably fair and that's what matters for a game.

    Even if it's not possible to solve absolutely everything, I think a client side multiplayer would still have it's uses.

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  • Yeah, what I understand he is asking is something like the alignment tools found in most Adobe products and vector editors in general, to align objects in the layout editor without needing to set each position manually.

    <img src="http://www.thegraphicmac.com/wp-content/uploads/ai_align-objects.jpg" border="0">

    More info on how it works here.

    I always missed this feature as well, since it's a great time saver and a must for big projects that require lots of objects to be aligned.

    This along with object grouping (and proper group manipulation), and the missing z-order manipulators (send 'forward one' and 'back one') are the most important features missing in the layout editor right now.

  • I found a more elegant solution for triggering the events and updated my example:

    prr-PinTest-01.capx

    sman118 If you want to stick it to the image point just remove the lerp. You don't need to create extra objects for it.

    I don't know exactly how your game is supposed to work, but if your character can hold only one civilian at a time I recommend picking by storing the civilian UID like I did. This avoids possible annoying bugs that may appear as your project grows, since there's absolutely no way to pick more than one object this way.

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  • I think you are right, I was confusing it with the else trick.

    I got intrigued by how to optimally solve it when the on and off conditions are not the perfect inverse of one another. For instance, just when picking the civilian it must be overlapping the player, but to release it not.

    Something like:

    +On S pressed

    -+Var = off

    -+is overlapping player -> set var to on

    -+Var = on -> set var to off

    In my example I couldn't solve it without complicating too much so I left both the on and off conditions depending on the overlapping just to make things simpler to understand, although it was not the ideal.

    Any ideas of how to solve this beautifully?

  • Here's my take at it:

    prr-PinTest-01.capx

    As far as I remember using state conditionals as sub-events of a press button used to evaluate just one of the options for this kind of situation, but for some reason it doesn't work that way anymore.

    Something like:

    +On S pressed

    -+Var = 0 -> set var to 1

    -+Var = 1 -> set var to 0

    Am I mistaken or this behavior has changed along the way?

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Animmaniac

Member since 18 Mar, 2010

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