kururugi66's Recent Forum Activity

  • thanks though i solved the problem by making an invisible sprite which will serve as bounding box detector. it was good alternative but not for long distance detection. hope you will able to finish your template to help others with same problem

  • i have simple question. do line of sight detects the collision box of an object or just the image point of the object?

    i am trying to detect if there are walls ahead of my ai and i am having trouble on thick walls that my line of sight cannot reach.

    ps.

    especially on walls/solid objects that has irregular shape and arcs

  • i am working with a game and got stuck in multiplayer where i need to create objects using "on peer create" on host (like in the example capx). the problem is that i noticed that it keeps on bypassing the process. i don't know if it is bug or what but i just want to create the objects. i tried doing a condition "is host" then trigger once but it only gives me white screen. i also tried doing it on start of layout then it gives the same result.

    so.... is there any way to fix it or even an alternative with same result?

  • NetOne it is like this:

    on layout 1, i made a sprite with instance variable with a value "testValue"

    on layout 2, i used the same sprite but without value

    then on layout 2 event sheet, i destroyed the sprite then recreate it again. the result is that the sprite i recreated on layout 2 style sheet still have the "testValue" value.

    this happened when i tried to duplicate the GUI of my game to another layout with different use

  • this might be a newb question for some but can I ask how to update variables in multiplayer that can be seen by other peers? especially texts type variables. i have been working on an online interface where players can pick their character while in the room before actually fights in the arena. i have seen a lot of tutorials on actual fight or whatever you want to call it, but none for GUIs.

    while writing this, i got an idea that instead of joining to the signalling room, i can work it out through mysql server. i might make them join to my local server to configure themselves then when they are ready, the room master can now start the match and that is the only time they will connect to the signalling server and fight with each other.

    anyway, any better ideas? do you think it is possible to do GUIs in signalling because i have lots of variables to handle and i am not quite sure if it will work with mysql on syncing the stats of the characters.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • it seems like this is still an issue. i am currently working in a game and this bug is a roadblock for me.

  • i am working on a project i have noticed that i am unable to connect to scirra's official free signalling server (wss://multiplayer.scirra.com)

    i also tried other example capx i found and even tried to access scirra's sample game online which can be seen on the screenshot. still can't connect.

    if this a server problem, i hope this can be fixed soon because i am working on something very urgent. if not, what are the fixes that i should do.

    to be honest, i am a bit anxious that this might happen on our presentation day.

  • i have 3 layouts:

    titlescreen

    playoption - player picks of single player mode or multiplayer. currently, only singleplayer is working

    splay_settings - where player sets the team and play.

    as the game ends on 'splay_settings', the player will click the button to go back to layout 'play option'. play option works fine as it is. but when i tried to go to 'splay_settings', it shows black screen. i also tried to change the button to restart the layout instead of going to playoption but it still gives me black screen on splay_settings layout.

    how to fix this? does having 917 events on splay_settings is responsible to that?

  • i have fixed it. earlier, i am trying to trigger pin behavior by comparing variables. although it makes the "is pinned" true, it fails to actually pinning the object to another object.

    now, i tried to trigger pin behavior on collision and works how i want it to be.

    again, is it a bug on pin or just an error on my logic. i realized that i was doing the same on pathfinding behavior that's why it doesn't work properly.

  • i am trying to teleport the player near the enemy base (the red circle) and pin it there if the enemy weapon collides to the player. however, the player can still freely move even if pinned. in the screen shot, the "is Pinned" status is true yet it should be not moving.

    i already tried doing it on new project to test it and it works well on that particular project. is this some bug on the IDE? i have been experiencing a lot of trouble on pin and pathfinding behavior where it works on other new projects but not on my current project.

  • update: i don't know what i exactly did but it works now. still want to know why it happened earlier

  • multiple pin behavior is not working on my game.

    i am trying to pin object from bluweapon1 - 5 on Bluplayer1-5. but when i do this:

    this happens:

    yet if i try to disable all but only the bluweapon1 for bluplayer1, it works perfectly:

    i don't what is wrong with this and i think it is supposed to work like i intend to. please leave a reply

kururugi66's avatar

kururugi66

Member since 20 Jun, 2016

None one is following kururugi66 yet!

Trophy Case

  • 8-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

10/44
How to earn trophies