Frostein's Recent Forum Activity

  • I didn't explain myself very well sorry.

    What i'm trying to do is, when the 'Build_Collision' overlaps more than one 'Block', only 1 instance of the 'Block' object is set the the mouse position.

    At the moment it selects all instances of the 'Block' object overlapping the 'Build_Collision'. I just need 1 at a time.

    I've tried a few things, but cant get my head around it.

  • Have you tried changing the shape of the collision boxes? if you make it so they aren't rectangle, they shouldn't stack.

  • Did you try playing around with the density, elasticity and linear damping of each object? This will give you the 'feel' of the objects weight and the way it bounces off other objects.

  • Hi all. I have an event as follows,

    Every Tick

    When right mouse button is down

    'Build_Collision' Object is overlapping 'Block' Object

    Set 'Block' position to mouse.x mouse.y

    I'm trying to figure out a way to only select 1 'Block' object when the collision is overlapping. Any ideas? Ive only managed to create a big mess so far. Thanks

  • Yeah i thought it would be easy before i got into it. Sorted it now, it was some conflicting variables making it bug out. Always a simple solution, was derping at it for too long haha.

  • I have a 'Spaceship' object, when i pin a 'Thruster' object to the 'Spaceship', i add 1 to a variable called 'Overlap'.

    Im struggling to find a way to subtract 1 from 'overlap' when the 'Thruster' is no longer pinned to the 'Spaceship'. Ive tried lots of variations but no success.

    Please halp!

  • Ok here's my capx. If anyone could take a look and let me know if there's anything i can do, that would be awesome. You can toggle on the simulate latency in the signalling group, so u can see the lagfest.

    This is my first attempt at multiplayer, so if there's something obvious i'm doing wrong please point it out.

    filedropper.com/latencytest

    Edit. Toggle on the Archer icon and press Versus to go into the game.

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  • Im not too familiar with sprite sheets, but i think the three objects is the way to go.

    you can set the animation frames to change the appearance for each. Using the message broadcasts to change a variable, instead of syncing constantly.

  • Anyone have any tips or can tell me what i need to look into? Ive read everything i can find, not that i completely understand it all...

    Ive used the same methods as the real time multiplayer game tutorial, theres also only 1 peer and 1 host in a game. Surely this cant be eating enough bandwidth to make the game unplayable.

    There must be a way!

  • Tried setting it to internet. Nothing changed, must have been on it default. Ive also played around with the send modes and interpolation to no success.

    How can i make sure the peer doesn't move until it receives the message back from the host?

    Is there a way for the host to know if the peer desync's, and set the object position back to where it should be? or stop the inputs from peer until the object catches up?

    Starting to think this is impossible. Ive set my game up the same way as in the real time game tutorial, and its not playable.

  • Cant upload capx atm, will do later.

    What do you mean by bandwidth profile?

  • So i exported my game today to test with a friend. Usually when i run it locally there's very minimal peer lag. However, when i tested it, its absolutely unplayable. As the peer, movement is very stuttered, lots of teleporting and results in both characters dissapearing. As the host watching the peer, its just the same, peer is very laggy and dissapears.

    If anyone could give me any tips on how to fix this, or explain what is happening, id be very grateful. Here's some screenshots from my events.

    http://imgur.com/a/nJUcM

    Thanks.

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Frostein

Member since 20 May, 2015

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