PabloDev's Recent Forum Activity

  • Hi, my spritefont disappear when her scale is superior to 2 approximately.

    why happens this?

    CAPX

    https://www.dropbox.com/s/1uk8dmkmcjun2 ... .capx?dl=0

  • I tried the demo.

    In my opinion the graphics are somewhat confusing.

    I would suggest using a lighter tone for the foreground of things (tree tops and other decoration) and a darker tone for decoration at the level of the character.

    This is so that it is easy to distinguish between what is above and what is below.

    I also saw that the shadow is projected by the character, why did you decide this? Do not you prefer a fixed fixed shadow for the objects (stones and others)?

    In the movement there are no limits, the character can turn his head 180 degrees while his body goes straight until it starts to turn towards the head, have you tried to put realistic limits ?.

    What happens if you make the turns faster? I mean that the character positions himself with more speed towards the cursor.

    The combat I like, I think it's okay, I do not see anything wrong there.

    At the moment my observations are:

    • The graphics, there is no clear distinction between 1 plane and 2 plane.
    • The turns in the combat sometimes are something strange, I do not know very well how it can be solved but perhaps it could be tried to give more speed to the rotation of the angle of the personage.

    This is something that I discovered recently and maybe you already know it but this page exists:

    https://sketchfab.com/models/62f5068892 ... 6fafbc5bf1

    If you position the camera at the top angle you have references for the graphics.

    With this I do not say that the graphics are wrong, if you like your graphics then there is no problem, this is just for reference, to know what is seen and what is not seen from that point of view.

    You can see buildings and many things.

    The last thing, I have maximized the window but the white bar does not disappear.

    Can not this white bar be eliminated?

  • >

    > I believe that the client should never execute this action, only the master / server can execute it but in my program the client also executes it at the beginning (when it connects) during some frames, then it does not execute it anymore.

    >

    > Why does this happen?

    >

    There is always single client in a room which marked as master. This may be useful when you choose running game logic on 1 client only and update other clients with game state from this client. In this case master client acts as a "server" while being regular client. Note that when current master leaves, another client from currently joined assigned as a master.

    Please don't confuse master client with master server which is a part of Photon Cloud infrastructure.

    Ok, this is solved, you just have to do it like this:

    I am not sure that the problem has been understood.

    I have two players in the room.

    Only one of them is photon.masterActorNr

    Only photon.masterActorNr will execute the actions of the condition "if (photon.MyActorNr == photon.MasterActorNr)".

    The problem is that the player who is not a teacher / server also performed those actions at the beginning, when he entered the room.

    The second player should never execute those actions because he is the client, this player is not the master. The master is already in the room when the second player entered, however, the second player executed the actions contained in the condition "if (photon.MyActorNr == photon.MasterActorNr)" during some frames

    Then I need to identify which player is the server in the room.

    This is achieved with the condition "if (photon.MyActorNr == photon.MasterActorNr)".

    So why did the non-master player also execute the actions in the condition?

    I need to run the logic of the game on the server only.

    -----------

    Could you try this example with 2 players?, It is the official example of fish.

    https://www.dropbox.com/s/udjs22p38ygo2 ... .capx?dl=0

    Only need the appID.

    I only added this in photon eventSheet:

    You can see that the text is also written to the second player (client).

    But the condition indicates that it should only be written to the master player.

  • Thanks for your time.

    I keep programming and continue to appear behaviors that I do not understand with the plugin, then new questions.

    I have this condition:

    I believe that the client should never execute this action, only the master / server can execute it but in my program the client also executes it at the beginning (when it connects) during some frames, then it does not execute it anymore.

    Why does this happen?

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  • I do not like killing games in which blood is seen but in general it seems to me that it is well executed.

    The animations are somewhat simple but effective.

    And that attack in which he starts to turn is very good.

  • Oh, I meant this:

    Data is 1 integer, not "1".

    When the event is received with photon.eventData, that value photon.eventData will be literal right ?.

    To get the int value I'll have to do this:

    int (photon.eventData)

  • Ok, I thought that the end of the bar was the slowest but the center of the bar is the slowest speed.

  • The effect is fine but ...

    Why is there no speed parameter to make everything slower?

  • SOL mean Selected Object List, which is the list of picked instances. So it's not really related, but only the question if certain entities are really being evaluated based. Because it is an OR statement, like the thread I mentioned, I wondered if either the Touch or Keyboard was not being 'selected for evaluation' because it is one or the other.

    I don't know. The documentation refers to triggers as an example; it's almost as if it only applies to triggers, although it doesn't say it explicitly.

    Ashley, I was wondering if you (or anyone for that matter) could spare a brief moment to enlighten us poor souls why the OP's scenario doesn't work, and why my post (#2) behaves the way it does (i.e. it seems like when two plugins -- Keyboard and Touch -- are tested as True in an OR statement, only one of the plugins 'make it through' the sub-event in order to be evaluated). Would be much appreciated.

    Thanks for the info

    We remain unanswered about this.

  • Those parentheses solved the problem.

    Thank you!.

  • Thank you for all the information.

    My problem was solved, I do not know exactly how but I was investigating for 4 days, doing tests and everything seemed correct although the problem persisted. Yesterday at some point I had to change something and the problem was solved. I can not know exactly what was causing my problem.

    One last question, please.

    If I raise an event with the value 1 in integer.

    The received event will have the value 1 but this will be a literal value, not a integer, am I right? I will have to use int to get the integer value 1.

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PabloDev

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