jayderyu's Recent Forum Activity

  • yikes a post in this old thread :D

    The server has been down for a few months. There just wasn't enough active players at any one time.

    However in the mean time I re-launched the server. But keep in mind a few things.

    * There is very very little in the way latency handling.

    * Internet connections that have a high rate of drops will see lot's of chunking. I never programmed in anyway to offset this chunking. As an example of this situation.

    My friend who lives in the same city as me tested the game out. However he saw me constantly making small jumps. Where as a test player in Poland was playing smoothly. So if you see jumping players. test your Ip connection and see what the percentage drop rate is. My own is about 5% :

    * No one will probably be on. So i suggest just running two copies of the game and see how it runs on both browsers.

    * A game not in the browser will pause :( and build up a very large message list. Again there was no programming to cope for the change.

    With other options coming up I've held my hand on working on the plugin. Also BubbleServer was put on hold due to the busy schedule of the server programmer :(

  • Shaders can't effect gameplay. Shaders are a post process on the the display memory of the GPU. This means the shadow has no value in game space; and so can't really effect gameplay.

    shadows to be effective in gamplay means shadows need to be an object in the game. In one form or another.

  • I'm always shocked to see this question come up about 10 times a month :\</p>

  • My experience. Build the layout manually one tick afterwards.

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  • I can't remember the users name. Dreamer? something.

    Did a simple psuedo 3D game world where he moved objects around the player and even scaled them. With the mode7 plugin and whatever math he calculated. you could probably pull off a reasonable SNES mode7 3d.

    the only downfall to all of this is that we still don't really have good Sprite skewing. R0j0 has his Paster that will draw quad and do a skew, but it's an entire canvas. So you need to build all rendering onto Paster. Which might have a few pitfalls or hurdles to come over.

  • You should rebuild and recalculate a path.

    Once the path is calculated it is built into the pathfinder node list. Adding objects won't auto recalculate anything. So it will move through the solids.

    You will probably need to tweak things a little to get them to work right. As a suggestion. Reubuild the path map(not the path) the tick after all the objects are built.

  • You don't need to give the death cloud any behaviour like solid.

    You just need to update the position(size if needed) and check for player overlap.

    is this a Level Runner or an Endless Runner. The design patterns between them are different.

    An Endless Runner has it that the level moves from one side of the screen to the other. While the player and deathcloud will be relativly stationary.

    A Level runner has it that the the player actually travels along the X axis as would the cloud.

  • Your project is Space Blaster?....

    As a fix. Don't delete any files from the project. Only do actions by way of the C2 IDE. Otherwise your asking for some hurtin. So just put the image back.

  • There is plugin already created for this. Do a forum search for Mode7.

  • Actually even with TCP you can work with it. Just add a sent time with the packet adjust for viable time difference. then drop all the packets that are too old.

    This won't fix some latency, but it will re-adjust to not handle messages that are too old and can cause problems.

    Anyways. Realt time MP can be done with TCP. it's just an elite myth.

    UDP is better; i won't argue better. But can't, shouldn't are not relevant.

  • Yes both distribution companies do have country restrictions. However I do not know the the differences.

    But I do know I have tried to buy an APP on IOS, but wasn't unable to even find the app due to a country restriction of some EU location.

  • Actually. My example still follows the same principles.

    Create a set of nodes. ID them for a follower. Then move the platform node to node. Even if your not drawing them, but instead creating them during edit time.

    I would however add a criteria of naming the platform and path so that platforms stick to there path nodes.

    You could use the idea of following a vector line, but it's over kill for a Mario like platform game.

    You can also give the nodes instructions.

    Forward. move the platform in a count up ward path.

    Back. Send the platform on a backward count down path.

    drop. have the platform fall off the screen.

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jayderyu

Member since 11 Apr, 2012

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