randomly's Recent Forum Activity

  • I guess that's a Tilemap with which you are drawing the obstacles.

    If that's the case, you can do this:

    Put a condition in front of your 'resizing back to normal'-action(s):

    If Tilemap.PositionToTileY(Player.Y-50) = -1[/code:34gke2xa]
    
    (Replace 50 if needed. Right now, the player will only rescale, if there are no tiles 50 pixels above his origin image point)
  • Capx for my solution

    For more complex effect animation, you can use rexrainbow 's Tween to effect behavior.

  • The "OR" works perfectly.

    What causes it to not work is the "C" and "V" events.

    They are events (marked by an arrow) and differ from conditions.

    Conditions trigger each tick when they are true while events only trigger once as soon as they are true.

    You can simply change the "C" and "V" events to "Key is down" conditions.

    It will work then.

  • You can change effect parameters with the appropriate action.

    Use "set effect parameter" under the system condition "Every 0.1 seconds".

    Change the effect to your exposure effect and leave index at 0.

    Now, use a variable to set the current exposure to.

    The variable would start at 0.

    Every 0.1 seconds, you would set the effect parameter to variable + X.

    Increase your variable by X too.

  • Sorry for the late answer, I was on Christmas holidays.

    ________________________________

    [quote:24fpnv3a]When peers get "timer0", they send their answers to host (if not empty, tag "Answer")

    Don't know whether you added this yet or not, but it may be sensible to catch the case that every player submits an empty answer, by accident.

    So that it doesn't display "", but "No answer given" for example.

    ________________________________________

    [quote:24fpnv3a]I thought about asking the host to count the answers he gets and set timer to 10 only when that number reaches peercount-1.

    Yep, that is exactly what I would do.

    Don't start a new round before the host didn't receive all answers.

    You could also add a timeout, so that when the timer is 0, he waits 30 seconds and after that, he uses the answers he received no matter whether there are some missing (which should be unlikely anyways).

    ________________________________________________

    [quote:24fpnv3a] find another way to exclude those from the dictionary, so nobody get points for not answering.

    Just compare the content of the received message.

    If "Multiplayer.Message" equals "", then it is empty.

    If you invert this condition, it isn't.

    Easy as that.

    _____________________________________

    I'm happy you are making progress.

  • fixed the link

  • Apparently, quite a big one.

    No, I was just wrong when I thought that FromID returns the ID of the recently connected peer when put under a "On peer connected" event.

    Cause, you know, that would make sense.

    But apparently, that's not the case, so I tried something else (PeerIDAt) and that worked.

    Now, to explain Multiplayer.PeerIDAt:

    it takes the index of a player and returns his ID.

    The index is different for each player.

    So, when there were two players in a room, me and you and I used PeerIDAt(0), it would return my ID while PeerIDAt(1) would return yours.

    The other way around, if you used the expression, (0) would be your ID and (1) would be mine.

    When a player joins though, he will always be added on the last position of this table.

    That's why we use PeerCount.

    We substract 1 because PeerCount starts as 1 and the PeerIDAt expression needs an index, which starts at 0.

  • [quote:pixc7ewh]instead of automatically straight to the output but rather list the outcome of certain recipes and select the recipes.

    Yep, that was my idea too.

    Again, this will take some time.

    And since I'm on holiday from tomorrow until 29th, I probably won't finish this until then.

    But it definitely is possible.

    Please tell me if you're gonna stick with the solution of 99Instances2Go ,because if you do, I can keep the XML crafting thing as a personal challenge and don't have to hurry.

  • Just add a text variable, name it "currentGun".

    When you equip the gun, add an event "currentGun": set to [gunname].

    The exact way how to do this depends hardly on the way your weapon/equipment system works.

    So if you need more help, e.g. on how to get the gun name, you need to share some details, or, even better, the .capx of your project.

  • Again, I will need the .capx to see what's going on.

    Or maybe at least a screenshot of the text properties and the text events in the event sheet, if any existing.

    Maybe you are using a non-websafe font style.

    Also, try to change Comic Sans to other web-safe fonts like Tahoma or Courier/Courier New and see what happens.

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  • First of all, a bit more info would be useful.

    • Do you export to a server?
    • With which browser are you viewing the page?
    • Does it work in the preview?
    • Which font are you trying to export?

    Also, a .capx is always helpful.

    Without the .capx, I can't assume really much.

    It might be the case that the font is not web-safe, but to tell, I'll have to know more about your project.

  • well, actually, in this case, it uses Dictionary.AsJSON, but you can use Arrays in more complex scenarios too.

    It simply works like this:

    • Add all values you need to the Dictionary/Array
    • Now you can share the Dictionary/Array as one single string with Dictionary.AsJSON or Array.AsJSON
    • When somebody receives that string, he can simply load his Dic/Arr with the JSON he just received
    • Like this, you can technically share hundreds of values in one string

    This is especially useful for Multiplayer games to send statistics or sth. similar to other peers.

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randomly

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