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  • Oh I misunderstood. That is weird... will check it out in a bit.

    But also, syncing should be done on the host side only.

    Edit: Never mind... that might be wrong too. It's been a while since I meddled with multiplayer ><

    I have tried that. If I disable the sync on the peer side, the object is not created.

    Also, in the Scirra example, it occurs for both Host and Peer.

  • Your peer version's event should be using Multiplayer.MyID

    Pretty sure that's not correct... as that would mean whenever someone connected it would create their object and set their variable to MyID... which would allow them to control everyone.

    This is a screen shot of the multiplayer example created by Scirra.

  • To test further, I set it up so it would display both the PeerID and the HostID.

    Both are displaying as the same thing...

  • I have two projects that need to communicate with one another. One is the designated Host, while the other is always the peer. I've managed to get all versions so far to play nice with one another, however, I decided to try my hand at real-time multiplayer.

    However, I'm getting something odd happening.

    These are screenshots of the code for each project. The online aspects, connecting to each other, is in a separate event sheet for both projects. This is just the real-time code.

    And here are the resulting debugs.

    Note that the 2 PeerIDs in the instance variables are different... yet the two objects are one and the same. When it's created on the Host, it is automatically created on the Peer. Also, when I change the position of the object on the Host, it automatically moves on the Peer side.

    So why is it that their PeerIDs are different? In fact, looking into it a bit closer, I can see that the ID on the Host side is showing the Peer's ID... which is correct. However, on the Peer's side, it's showing the Host's ID.

    How is it even grabbing that information?

    I have followed the real-time multiplayer example, and don't see what is causing this issue! The example states "When a Peer is created from 'Sync object', Multiplayer.PeerID has the ID of the peer that the object represents."

    Why isn't this the case for me?

  • Thanks newt

    After I posted this, Construct posted an error message telling me that I ran out of storage space, and then chrome crashed. I have over 2tb of hard drive space, so I had no idea what it was talking about.

    For some reason, when I run off a minified project I get better results... but for all I know that's just my imagination.

  • Anyone else experiencing this?

    I exported my game using minify. It took seconds.

    I updated Construct 3 to the latest version.

    Now when I export the game I see this minifying script bar going back and forth... and it's been going on for over 3 minutes. After these 3 minutes, it will suddenly complete.

    Why has it increased the time it's taken? From seconds to minutes. My project hasn't changed at all.

    Anyone else experiencing this?

  • I updated Windows, and now Construct 3 Previews don't open up in a new program anymore.

    It used to create its own program at the bottom in my taskbar, but now it opens up another Chrome Browser, even though I have it set up as a Pop Up Window.

    This happen to anyone else after the latest Windows 10 update?

  • Seems odd that this wasn't an issue with Paster in Construct 2. It was able to be rotated, scaled, flipped... anything, and kept on going.

    I'll just have it spawn sprites that slowly fade away over time. Very disappointing.

  • According to https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/drawing-canvas if I change the size of my drawing canvas, the next time I paste or draw something onto it, it will clear everything else away.

    Personally I have absolutely no idea why this would be a default behaviour, and it's now leading toward a second game that C3 can't achieve that C2 could do with ease using the Paster plugin (which in my opinion is significantly more superior).

    In any case, does anyone know a way around this? I have it set up so if someone is shot, it will spawn blood, then paste that blood onto the canvas so it's not using hundreds of sprites. However, every time the canvas zooms in, all the blood vanishes.

    The manual suggests that I can "if you clear and re-render the canvas in Every tick"... but it doesn't actually say how. There is no "re-render canvas" action, so I'm sat here scratching my head... yet again.

    I originally thought this was a bug, and reported it as such, but nope... apparently it's by design. Again, I have literally no idea why this would be preferable than... you know, it NOT deleting everything you've created onto the canvas. In fact, I can't think of a single example as to why it would be beneficial to delete everything.

    So yeah, is there a work around, or is it a useless plugin for this and I'm better off just spawning hundreds of blood sprites?

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  • That's pretty much what mine does. It's open to everyone, not just my stream. I've had a few people from here make contact with me asking to try it out :)

  • random (360) for x is most likely different than random(360) for y

    They need to be the same angle even if its a random one.

    Yup, just figured this out from a post of yours from 2 years ago! Thanks for the reply, good to see you again!

  • I keep reading it over and over, and the two looks exactly the same. What makes J1.X different to center.x? Or does making random(360) a variable make a difference?

    I've been trying to figure out how to created a random spawn IN a circle, and this is the closest I've gotten, and I still can't figure it out.

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AnD4D

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