Savvy001's Recent Forum Activity

  • Hi all.

    Working on a multiplayer game using the multiplayer object.

    All works fine except that i cant seem to get the peers to do a single shot.

    Only constant firing or non at all.

    Hope some one can explain.

    Kind Regards

    Savvy001

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  • I found that the multiplayer object uses 2 (Disconnect) actions.

    1 for room and 1 for signalling.

    I used the wrong one.

    should have used the room (Disconnect)

    Now its working.

  • Problem Description

    Player is host in game room. Result (1 host peer object in room)

    Other player joines game room. Result (1 non host peer object in room)

    Total amount of peers in room now = 2

    Host disconnects from room.

    Other player now uses same room name and becomes host. Result ( 1 host peer object in room)

    Previous Host joines game room as peer. Result (1 non host peer object in room + 1 previous host peer in room)

    Total amount of peers in room now = 3

    Switching this back and fort never results in more than 3.

    But should be only 2.

    Attach a Capx

    https://www.dropbox.com/s/81uz2w06rn9nmbl/TeleBlob%20Test.capx?dl=0

    Description of Capx

    Test of my multiplayer game.

    Steps to Reproduce Bug

    • Step 1 First pc: Enter Name & connect to server
    • Step 2 First pc: Enter room name & Go to room
    • Step 3 Second pc: Enter Name & connect to server
    • Step 4 Second pc: Join Room from step 2
    • Step 5 "see 1 host peer object and 1 peer object"
    • Step 6 First pc: Leave Room by clicking button right top
    • Step 7 Second pc: Use same room name & Go to room (becoming host)
    • Step 8 First pc: Join room (becoming non host peer)
    • Step 9 First pc: "See double Peers + 1 host peer"

    Observed Result

    It looks as if the sync object keeps 2 peer objects associated with one player.

    As if it remembers being a host before and assigning a extra peer for that, resulting in 3 peer objects where there should only be 2.

    Expected Result

    Host disconnects from room.

    Other Player gets pushed out of room, then creates new room with same name becoming new host.

    Previous host joins room becoming non host peer.

    Only 2 peer objects in room. (1 host and 1 non host.)

    Affected Browsers

    • Node Webkit

    Construct 2 Version ID

    Latest Stable 190 64bit

  • Hi all.

    When a player leaves a multiplayer room, how can i destroy their instances on the host pc?

    I cant get it done.

    Hope u have the answer!

    Kind Regards.

    Savvy001

  • Still a not working in Cocoonjs.

    But for me not a problem, switched to browser version of my app and there all works perfect!

    Thank u very much!

  • Hi armaldio.

    Can u make this work on cocoonjs?

    I tried but get an error.

    javascript exception ( tag: 'requestanimationframe') ReferenceError: $ is not defined

    at acts.sendmymail (c2runtime.js:25786:9

    at action.run_object (c2runtime.js 14680:10)

    at event block.run_actions_andsubevents (c2runtime.js 14159:38)

    etc etc

    Kind regards.

    Savvy001

  • Minor

    Thank u so much!

    Its perfect.

  • Hi all

    I have a text object with a text.

    At runtime i need to erase only the first 5 letters of this text.

    Example:

    Before.

    Text = Programming is nice to do within a program.

    After.

    Text = amming is nice to do within a program.

    I hope u have the answer for me.

    Have checked the expressions of textobject but no luck.

    Kind Regards

    Savvy001

  • JohnnySheffield

    your plugin is in conflict with the filesaver plugin from Pode as soon as i save the pdf.

    All works well, until i ad the filesaver plugin to my project.

    And for my project i need them both.

    hope u can fix it.

  • For me the proces of creating a game from start to finish is unique for each game.

    looking back however there is a mayor path im on.

    I have 7 game prototype's: 4 small, 2 medium 1 large production.

    The medium ones are waiting for my new skills in creating a good level editor.

    The small ones i work on when i need a break from the medium or large productions.

    They keep the flow of logic assessment and creation stimulation going.

    Also they have the role of keeping the (i have finished this game) in check.

    As working on large games takes a lot of time, it is key to stimulate finishing a production.

    The small games help me with that.

    In the large games all current aquired knowledge snaps into place so that game sets the tempo of my doings.

    When i however come to a halt because that game needs more logic/creation value then i can offer at that moment, then i swich to one of the less complicated games.

    This is how it works for me, and when i stumble uppon a great game idea the first thing i do is check how long it would probably take me to create it so i can calculate the future outcome.

    understanding if a game is fun or not goes in that same proces.

    When the game fits into my personal future profile, i accept it and build a prototype, and so forth.

  • Yeah only you'd know since you can test it. I was only going by the video which isn't always reliable for showing how fun a game is / can be.

    Thats absolutely true.

    As you said, you tried the cursing thing but it didn't work out. I imagine it's because the other player can still kill you while you have a "crappier weapon". Did you try freezing the other player for a few seconds when shot by that gun? It would give the other player a chance to escape.

    U imagined correct.

    I have not tried that but a stun gun is a great idea, i'l start working on that.

    Or possibly some NPC enemy that floats around and curses a player on contact or something. Or even use triggers so as players get closer to this trigger, the overlay gets darker?

    At the moment there are 2 different npc's

    1 = spiders

    2 = ghosts.

    Spiders are "room" specific as each room wil have its own life forms crawling and creeping doing damage to both players.

    The gosts are basicly pickups which spawn in favour of that player while cursing the other player with mini ghosts.

    I don't think the limited visibility thing should be taken out completely. You could even have one level where all players have limited visibility..

    Unfortunatly Visability cant be set specific to a player, execpt for the character flashlight, i think your idea can be a good guide for how to utilize that.

    After your post yesterday i tested setting the "darkness" overlay to 90% and that worked out much better

  • Thats great Rexrainbow!

    Thank u very much.

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Savvy001

Member since 22 Jan, 2012

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