Coin-coin le Canapin's Recent Forum Activity

  • Hi. The idea is to prevent a game to be ended when the host leaves. Then a random peer becomes host, so the game can continue.

    Is it possible ?

  • Hi.

    I would like to create a multiplayer mini golf game.

    The idea is having an online, permanent server on which players connect, and they land in a global chat room. So, ALL players are client.

    From here, any of these players can create a private game on which other players can connect. Then desired, the private game host launches a game. The "host" player shouldn't be a real host, but a client too as every player action should be calculated from my server.

    I've made a very first prototype of my multiplayer mini golf when I was learning how to make a multiplayer game with Construct, but I don't know how to create a public server on wich every player connect to, instead of having a "local" server instance created when the first player connects to my game.

    I'm not sure if a player which creates a private game should be a real "server", which locally calculates its own actions as well as the other player actions in the same game (asynchronous multiplayer, and that's what I did on my prototype), or if all actions should be calculated by my online, permanent server. Which seem, on the paper, simpler.

    The thing I didn't like in my asynchronous prototype was that I had to have different events for when a player does an action, according to the player type (server or client). Like "if host … else …".

    You can have a look here : http://canapin.com/construct/canagolf/0 ... lf-07.capx (start two instances as this prototype need this exact number to work)

    Any idea or suggestion ? I don't mind using third-party plugins as long as they're reliable.

  • le Canapin

    I don't have time to test it yet, but i have a guess about it. Maybe it happened when the first angle is a bigger number than the target angle. For example, tweening from 245 to 15? It is better to add 360 to the 15 if the target value is bigger from the source value. Could you test it and tell me how it goes?

    Hi

    Using blackhornet's method, the value decreases correctly from big to low values, so if my sprite is at 359° and I click so it is 1°, litetween goes from 359 to 1 instead taking the shortest path.

  • Thank you for your reply

    It doesn't always pick the short way between the two angles though

  • Just specify different values to the damage variable for each object type in your family.

    As simple as it seems.

  • Hi,

    I have an issue with LiteTween:

    If I click so the arrow will have to be between 180 and 360°, it makes one turn to the left (or more) instead of picking the shortest path.

    Any idea how I could always have the shortest path between the start and target angles?

  • Hi.

    I'd like to design some simple but custom enemies move patterns in a shoot'em up.

    I first thought about using custom movements with math formulas which don't really belong to my brain, or mixing different behaviors like bullet/sine, but it doesn't really fit my needs.

    The idea would be to create X points which will be smoothly followed by an enemy (curved paths and so on).

    On the last point reached, two options I could choose (with a variable for example). The enemy continues in the same direction it has when it reaches the last point, or it enters in a loop and cycle through all the points continuously.

    This kind of plugin (I also saw a similar behavior by r0j0hound, without a custom behavior) is a very good start on the paper, but there are two issues:

    I can't decide how fast the sprite will "turn"

    The sprites has to spend the same time between two points regardless how far they are from each other. I need my enemies to have a constant speed.

    Any idea how to do this ? I'm quite sure this is not very complicated, but far beyond my math skills (which are actually absents).

  • Hi,

    Is there a way to have "shaking layers"?

    For example, if a bomb explodes with a strength 50 shaking for a duration de 1 second, and if another event starts a strength 20 shaking for 0.3s during the bomb explosion, the bomb shaking immediately stops and the small shaking overrides the bomb one. Any way to have the big ones overriding the smaller ones, but when they finish, the other shakings occurring at the same time continue ?

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  • Hi dubya850 I didn't log in into the forums for a long time so I didn't see your message.

    I'll upload you the assets tomorrow.

  • Fun problem!

    I had to have a go at it, but it's not the simplest.

    https://dl.dropboxusercontent.com/u/542 ... s_sim.capx

    Dropping leaves has never been so much fun.

    Ah ! This one's pretty realistic ! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Thank you all. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi.

    What's the simplest way to create a movement like this

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Coin-coin le Canapin

Member since 22 Dec, 2010

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