ArcadEd's Recent Forum Activity

  • Yeah, I know. But per project. In the past it was for all projects to get the splash screen removed.

    My issue right now is I have 8 projects all completed with CocoonJS, with no splash screen. If I want to convert them over to the new system I would need to drop $4,000 dollars to recompile them without a splash screen.

    I wouldn't mind paying it for NEW projects I create with Cocoon.IO, but it's a lot of money for any of my old projects I might want to update.

  • I got the email this morning that it's out of beta. I'm not sure how happy many of you will be with their new pricing structure. https://cocoon.io/pricing

    I'm ok with it, except for the splash screen removal price. I paid for that service in CocoonJS and it allowed removal for all projects. $500 per project seems a bit high on top of the monthly fee. Thoughts?

  • Some of the publishers I worked with in the past reported issues with sounds not working on iOS devices through browser. Editing the offline.appcache file and removing the path to all the audio files usually fixed the issue.

  • It is. It's disabled in the bullet properties and then enabled on the host side when connected. It's never enabled on the peer side.

  • No, but I will check it out.

  • It might be better, but there are still misses.

    Maybe the multiplayer isn't really designed for something like this? Maybe I will stick with doing a turn based game with it.

    I'm attaching the capx here in case anyone wants to play with it. Another problem is on the peer side, all of the block will disappear and come back randomly.

    https://www.dropbox.com/s/6fiuxqhrg3vxs ... .capx?dl=0

    Sorry for the messy code, I was bouncing ideas around. There is a simulated latency action in there, so if you try this over the net, make sure to remove it.

    Appreciate the help, and if I figure anything else I will post here.

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  • OK, that's what I thought. I'm used to !=, the C# in me .

    Thanks again, trying it now.

  • I'll give that a shot.

    What does <> mean?

    Thanks for the help!

  • OK, I added a sprite box and then added this code. Also on connection of peer I am simulating a latency (default settings). I didn't seem to make a difference. Peer paddle still misses when it shouldn't.

    New code in red.

  • I'll give it a try. You would think doing something as simple as a pong type interface, shouldn't be too hard. But even with the pong example, you can see the issue as it has no lag compensation implemented.

  • I'll give that a shot, thank you.

    Any chance you can explain a bit better what movingPeerID and fromPeerID are?

    LagCompensateX(movingPeerID, fromPeerID)

    Would movingPeerID be the paddle and fromPeerID be the ball in my case?

  • Bullet Behavior, from the host side.

    I'm happy to share the Capx if you think it would help.

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ArcadEd

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