sparkfeather's Recent Forum Activity

  • After some more testing, it seems as though the character floats off in the opposite direction to the location I move the hotspot o_O?

    So I move the hotspot down, it floats up. Move it up, it floats down.

    Left/right, right/left.

    Any idea how/why this is occurring?

  • Nope, as I mentioned the hotspot has been moved to the same position through every frame.

    Also if he spawns in the air he should fall down, but if I spawn him int he air after the change (where a difference in the hotspot shouldn't

    make that large a difference at all) he starts floating off to the right.

  • The collision mask isn't something that can cause floating when on the ground or in the air for absolutely no recognizable reason.

    I've also never touched the collision mask, and the settings are set

    to 'pixel' collision.

  • I have a character in my project with the platform behavior,

    and it's collision detection is set to 'pixel'.

    However in the project, for some unexplainable reason,

    when I move the hotspot position of the character in the frames

    of an animation same new hotspot position for every frame)

    it just floats off to the right for absolutely no logical reason?

    It can't be my script because I can spawn the character

    anywhere in the air beforehand and it works, but if I'm

    not moving the character on the ground or in other circumstances,

    it just starts floating off to the right and flipping through

    walls it should collide with?

    Has anyone experienced anything like this before, is there any solution?

  • Darn :O, hope your able to get things functioning properly soon D:.

    Also, though it isn't the weekend yet so I haven't been able to

    concentrate on testing that/experimenting with it, I discovered some

    things while testing/trying to fix it that might help you get closer

    to where you need to be working on.

    With the 'GameOn', I added a condition that a global variable must

    be equal to 0.

    • 'hassentGameOn' = 0

    And then at the end of that code I added 'add 1 to [hassentGameOn]'.

    Even though in the debug the global variable 'hassentGameOn',

    was in fact only '1', meaning the script should have only run once

    (otherwise because it was adding 1 each time that number should have

    been growing), both clients kept receiving the 'hassentGameOn' message.

  • Well the good news is it's working, somewhat more...

    Bad news is, I'm an idiot xD;

    I've been playing a few games online just recently where you either

    chose to be the host and play through that, or the person connecting.

    When the host button sent you in-game, I thought this must have worked

    the same, I didn't expect it to be as you just mentioned in this last

    post, one host, one client, and then the other person connecting to you.

    Hence my confusion.

    I've now gotten it functioning, both connecting, however it's quite confusing?

    However yeah, the 'GameOn' is constantly being sent.

    Also the characters wildly move about without me controlling them,

    and when I was shooting the enemy on this screen, I watched my own

    character get shot completely randomly on the other computer.

    Is that just an issue of major lag?

    (I've run other games without any lag so this could just be a result

    of the 'GameOn' being sent constantly across, maybe that is the root

    of that problem).

    Players ID's synched up? You mean for the server to identify who is

    using which character?

    So rounding the characters positions into an int before sending the

    update would reduce the lag? Thanks for the advice :).

    If you have any more tips/or ideas on why these problems are occurring

    I'd really appreciate everything you may be able to mention.

    Now understanding that the host acts alone to the 2 clients that should

    help understanding more of this as reference while starting another test

    based on it.

  • No worries, thanks for such a fast and informative reply :).

    Problem is, this was actually with me using Hamachi, so...?

    Welp I've been trying to work out some kind of solution with what's

    available but still haven't gotten it functioning for me yet.

    Goodluck working on that fix for it, hope it works for you :)!

    And goodluck with all your efforts into this plugin, it's already

    a great asset for those wanting multiplayer but unable to understand

    the difficult manual setup programming with python, look forward

    to future releases :3.

    ---

    edit:

    Not sure how it was able to work with others, or if it's just something

    strange occurring with me but, I've made some sort of progress.

    The user hosting the game only gets group 'ServerGame' enabled,

    because it's locally enabling the groups.

    So where as the person connecting to the host get's group 'ClientGame',

    which set's the lights to the players and has all of the gameplay script

    running, the host has none of that.

    I've just added in the 'trigger once' in 'ServerGame' to enable 'ClientGame',

    and sure enough I can now see the players. though the positions are

    screwed up and other bugs, etc, this at least explains why it wasn't

    displaying anything for the Host.

    Though as you mention that people haven't had this trouble over LAN,

    I'm not sure why I require enabling ClientGame to see anything at all?

    It shouldn't have worked for anyone if this was the problem.

  • Looks great,

    however as for your demo, it's brilliant that you took the time

    to make one and very grateful for that, though it is extremely buggy?

    I had to set the global player value to 1 instead of 0 which it was

    so that when the second player joined, it's value would reach the

    'max players' and the client/host would connect.

    Now, after connecting only the person connecting to the host seems

    to actually make it in-game, and there's also the problem of the

    'GameOn' message being sent continuously resulting in massive lag

    after a few minutes of it being sent.

    Do you know how to/have any fix for these issues? Or at least any

    suggestion as how I might go around fixing them?

    Again great!! plugin, hope you keep up the epic work :)

    Just without a functioning demo it's difficult to work out how to use this.

  • I have an object with the turret behavior, and I've changed

    between assigning a target with both 'acquire target' and 'add object',

    with different objects, and different ways to activate the script from

    keyboard buttons to 'start of layout',

    however the turret object never rotates?

    By the descriptions of it's properties, i.e. 'turret rotation' and

    'predictive aim' I would assume it should...however, it simply isn't?

    Am I suppose to do some additional step besides targeting an object?

    I'd really appreciate some help with this,

    nothing ever seems to function for me =_=;

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  • Like I mentioned Kyatric, it was finding the php file sometimes just

    not straight away originally, so that wasn't the issue.

    Also many times I clicked a lot but it didn't do anything, and I waited

    a very long time to see if it was just a possible major lag as you

    mention waiting for the request/response, however it didn't. Then

    clicking for awhile more it eventually popped up.

    So from testing it didn't really seem to be a matter of delay.

    Thanks a lot about the error tip, that was never mentioned in the

    tutorial so I didn't even think of that or try it because I wouldn't

    expect something so simple to error. Maybe it could have been erroring

    a lot but without checking for that as you suggest I'd have no idea.

    I'll make sure to add that for all ajax testing in the future :)

  • That might be it...but wouldn't that mean it should just require 2 clicks,

    want to focus and one to press the button?

    I know flash sometimes is out of focus but you just click inside the

    canvas to focus it, not move the mouse? Maybe it works differently for

    html5?

    Thanks a lot for the links, but even though I read through it, a lot

    still makes absolute no sense. Even though the tutorial up there is

    in response to questions about keeping scores, all it pulls is php,

    and every time anyone seems to ask how to differentiate what you grab

    from the page your told off because that information is too difficult

    for these forums?

    Yet I still struggle to understand how all that is suppose to be done

    within the php document, what about the tag thing for construct2,

    what is the point of that if the data is always stored to the single

    LastData variable. Unless you assign that to another variable you won't

    be able to store more than one data coming in, how would you spread that

    across a page with multiple highscores?

    I know this is off topic but so many confusing questions.

    Your latest demo looks good though, any chance you might be able to share what you have in the php and the construct file? That'd be a massive favor I'm sure for many people on this forum including myself.

    Really appreciate your response b781rev, and has informed me of more than

    I knew before, so I thank you greatly for your input, but for the original

    topic, nothing in your latest response really explains how that new

    php would work flawlessly while the other would have delays occasionally?

    Unless I've overlooked something you were referring to?

  • Hrmm, that isn't giving me any issues at all o.o?......

    Thanks a lot for your response, any idea what this means though? o.O

    Tested it 50+ times and not a single time it faltered,

    however I did discover a bug.

    If you refresh the page, and don't move the mouse at all, the clicking action isn't registered.

    As soon as you move the mouse and click again, it registers it.

    (This however is not the reason I have been having issues because when

    I rapidly click the mouse I also move it around to different locations

    on the image so this wasn't the cause, it is however a bug).

    "Are you using your own server or is it online? "

    This is using my online server

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sparkfeather

Member since 23 Aug, 2011

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