bjayfont's Recent Forum Activity

  • Problem Description

    Sync'd objects, on the peer side, pop in and out randomly, and may not all be created or destroyed when they are on the host side, but some will. This only happens with latency, simulated or not, and doesn't seem to be cause by either simulated PDV or packet loss, only latency, simulated or otherwise.

    Attach a Capx

    https://drive.google.com/file/d/0B8SU_2 ... sp=sharing

    Description of Capx

    The capx is as stripped down as I think it can be while still making the bug easily reproducible. I believe it might have something to do with bandwidth or just client inputs in general, so I set three client input values to constantly update, and that seems to be the main source of the bug.

    Steps to Reproduce Bug

    • Start up two copies, one host and one peer, in debug mode
    • Look at the object counts for Peer and Test and watch how they deviate
    • If nothing happens at first, wait a little longer, or refresh/restart the peer copy.

    Observed Result

    Object counts go down or even zero, then back up but sometimes not all the way. i.e. The test count which should be 5 will drop down to 0, then come back up to 3, then maybe go up to 5 or go back down to 0 again.

    Expected Result

    I expect objects not to randomly be destroyed on the peer side.

    Affected Browsers

    • Chrome: YES
    • FireFox: n/a
    • Internet Explorer: n/a

    Operating System and Service Pack

    Windows 10 Home 64-bit

    Construct 2 Version ID

    Release 244 (64-bit)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • In case anyone else is wondering, I figured out how to do it. I'm not sure it's the most elegant solution, but it works. I figured all I need to do is isolate the last row of text and find the width of that. So if I can have a text object that contains just the last row of that text, I can use textwidth to find the width of the bottom row of text.

    So essentially I have a clone object of the text object I want to find the end position of. So same size, font, etc. We'll call this LastRow. Because textwidth doesn't update until the Text object is redrawn, we can't just run a loop, we have to run it frame by frame. Since text wrapping is on a word-by-word basis, it makes sense to run it word-by-word. So we transfer the text from the displayed text object to LastRow, one word per tick, using tokenat() with " " as the separator. Then another event checks when textwidth deviates from the normal value, the height of one line of text (in my case it's 20). When it does, we need to cut off that entire first row of text; so we do this by using tokenat() again, this time setting the text to the last word of text (and a space). Once it's gone through the entire length of text, you'll have the bottom row isolated, and you can use textwidth to find the width of that, and textheight of the display text, and use that for the x and y of the caret sprite or whatever you intend to put there (with an offset according to where that display box is on the screen of course).

  • You do not have permission to view this post

  • I have a dialogue box, just a normal text object, and basically I want to put a sprite at the end of the text, like a caret. There's text wrapping, so textwidth doesn't give me the position of the end of the text. So how do I do this?

  • You do not have permission to view this post

  • I'd like to hear more.

  • Hey I could do some work for you. This seems like a nice little project, and I've had a good amount of experience in Construct 2, if I haven't released any finished projects yet. How about I get started on it right away, do a little bit, and if you like how it's going, we can decide payment then?

  • Do you have any work of characters that are more realistic or stylized? Like pixel art maybe, or at least something that isn't so jointed and heavy on thick black lines and flat shading?

  • I'm working on a game for those who enjoy open-ended roleplay with other people. The game will be in the style of old jRPG's like the original Pokemon and Final Fantasy games, with worlds made by server hosts and customizable player characters. Players can communicate through dialogue boxes that update as they type in a text scrolling manner, complete with emotive custom full portraits of their characters, and interact in many ways. They can fight other players in one-on-one or party/team turn-based battles, and then detain, drag or carry around the unconscious or otherwise weakened foes, or finish them off right then and there.

    This is a game focused on player interaction with other players and the world, and customization of every aspect, so that roleplayers can create their own story with their friends in an immersive graphic medium.

    What I need mainly is an artist. I'm currently the sole programmer, so it might take less time if I had more programmers as well, but I certainly need an artist more. I need tilesets, items, player sprite parts, like different hairstyles and etc. and maybe later on monsters. The style would be pixel art, likely 32x48 for player sprites but it could be higher or lower resolution depending on the artist's capabilities and preferences. I'm looking for whoever is interested in working on the project, that is, at best pay would come in the form of rev share or crowd funding once the game is in at least a presentable state with at least minimal graphics.

    Thanks to anyone who reads this!

  • Problem Description

    Jumping sometimes does not work on peer side, otherwise flawless on host side. Conditions seem almost totally random, though the jump seems more likely to bug again if you keep trying to jump directly after it bugs once.

    Attach a Capx

    drive.google.com/open?id=0ByPkS8Fkt5geYjEtZm9yNTQ0cVk

    Description of Capx

    CapX has the Multiplayer and Platformer functionality I currently use in my project. It's basically my project, stripped down to Multiplayer and movement events, then tested again to make sure the bug still occurs.

    Steps to Reproduce Bug

    • Step 1: Open two windows/tabs of the project in order to start the Multiplayer
    • Step 2: Go to the peer's client/whichever window or whatever is the peer and not the host.
    • Step 3: Hit W as quickly and rapidly as possible

    Observed Result

    Expected Result

    I expect jump to function normally as it should with the Platformer behavior.

    Affected Browsers

    • Chrome: YES
    • FireFox:
    • Internet Explorer:

    Operating System and Service Pack

    Windows 7 Ultimate 64-bit Service Pack 1

    Construct 2 Version ID

    Release 227 (64-bit/Steam)

    Link did not originally work because I tried to post a full link, and the forum does not yet allow me to do that since I'm new, so it blocked it.

  • The provided URL does not work. Please make sure you provide a working .capx link.

    Oh right. I can't post full links yet, so it got blocked.

  • Problem Description

    Jumping sometimes does not work on peer side, otherwise flawless on host side. Conditions seem almost totally random, though the jump seems more likely to bug again if you keep trying to jump directly after it bugs once.

    Attach a Capx

    drive.google.com/open?id=0ByPkS8Fkt5geYjEtZm9yNTQ0cVk

    Description of Capx

    CapX has the Multiplayer and Platformer functionality I currently use in my project. It's basically my project, stripped down to Multiplayer and movement events, then tested again to make sure the bug still occurs.

    Steps to Reproduce Bug

    • Step 1: Open two windows/tabs of the project in order to start the Multiplayer
    • Step 2: Go to the peer's client/whichever window or whatever is the peer and not the host.
    • Step 3: Hit W as quickly and rapidly as possible

    Observed Result

    Expected Result

    I expect jump to function normally as it should with the Platformer behavior.

    Affected Browsers

    • Chrome: YES
    • FireFox:
    • Internet Explorer:

    Operating System and Service Pack

    Windows 7 Ultimate 64-bit Service Pack 1

    Construct 2 Version ID

    Release 227 (64-bit/Steam)

bjayfont's avatar

bjayfont

Member since 1 May, 2016

None one is following bjayfont yet!

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies