Frostein's Recent Forum Activity

  • Because having so many inputs makes the game lag, more so for the peer. Its too much bandwidth, Making the game unplayable and unfair.

    Im not an expert, but ive played around with the multiplayer object enough. It seems to me that a peer to peer connection, just does not cut it for real time.

  • Hi, My name is Adam. I'm looking to form a team of aspiring individuals to start a new project. This will be a 'spare time' sort of venture, without profit in mind.

    As a team we will decide on what type of game we would like to create, take it at our own pace, and hopefully have fun doing so. Meeting often via voice chat to discuss development progress.

    I am mainly a 2D Artist, however, i have a wider range of skills including sound design, animation and some coding experience.

    What's needed?

    - 1 or 2 Code Monkey's

    • Button pressers.

    - 1 Artist

    • Draw stuff.

    - 1 Animator

    • Make things move.

    If you qualify for any of the above positions, don't hesitate to give me a pm.

    As you can probably tell i got a bit bored of writing, so ill save the wall of text for us to discuss as a team. I'd like to get started as soon as possible, so please let me know if you're interested before the 12th of October. Please provide some example's of work.

    Thanks, I Look forward to hearing from you!

  • Thanks! im on it.

  • You will need a dedicated server to host the game. I had the same problem with only 3 or 4 inputs synced, it appears they eat the bandwidth and make the game unplayable.

    For turn based games it would be ok to have 1 player as the host. From what ive seen though, using this method for real-time games is not possible.

  • I've got a simple game and want to test it out on my iphone 5s. Is there a simple way to export, similar to the NW.js for mobile apps?

    And how do i get it onto my phone? thanks.

  • He has a point though, kid. You cant go attacking people about grammar on forums lol.

    To answer your question, create a variable 'Stun' for the object.

    If 'Your object' variable 'Stun' is true, disable any behavior you need, such as path finding or any movement.

    If 'Stun' is false, enable the behaviors.

    Use any event you like to trigger the stun variable.

  • Sorted it!

    I was trying to cram too much into one event as usual. Having the block to 'Picked' on mouse down, and setting the position when block is 'Picked' was the way to go.

    Thanks a bunch.

  • set the width as a percentage. There are a few health bar tutorials knocking around, they work the same except subtracting from the bar.

  • Thanks! How would i go about selecting the closest instance of an object to the mouse cursor? ill give it a try this evening and let you know how it goes.

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  • Create a global variable for 'Gems' if you havent already.

    When your player sprite is overlapping gem sprite, add 1 to 'Gems'.

    Every tick, set width of 'progress bar' Sprite to 'Gems' Value.

    GL!

  • Create an object and every tick, set it to mouse.x-50 mouse.y-50 position (or touch position).

    This will act as the position your object will follow, to the left and above the mouse.

    When mouse is down, set the object you wish to move to the position of the object you just created. Have the object initial state to invisible.

    Basically, create a new object that is offset from the mouse, by the distance you want. Then have your object follow this, instead of the mouse, or touch in your case.

    Hope it helps.

  • Yeah its a tricky one for me.

    Imagine you have some square blocks, when the mouse is down it creates an invisible object set to cursor position.

    When the invisible object overlaps the block, the block is set also set to cursor position. After the first block is set to mouse position, no further blocks are affected by the invisible collision.

    I've tried giving the collision object a variable called 'picked', when the block overlaps it, set the variable to 1. On release set it back to 0. This doesn't seem to work.

    ill gladly try an ideas.

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Frostein

Member since 20 May, 2015

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