kmsravindra's Recent Forum Activity

  • Thanks to DuckfaceNinja and DUTOIT, I finally managed to get this done with some trial and error but still not satisfied with the complete solution...You can get the capx in the below link as to how it is done and some hitches that I still need to research upon...

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  • Great! I got this working....To distinguish the peerid from a non-creating peerid, I had a global variable "creatingPeerid" that I set it in host upon creation of the sprite...Then I check in the next condition if the peerid is not equal to myID and peerid is not equal to creatingpeerId --> Then set sprite.x to Multiplayer.PeerState(Paddle.peerid, "x1") and sprite.y to Multiplayer.PeerState(Paddle.peerid, "y1") where x1 and y1 are client input states set to touch.x and touch.y in peer group...

    Attached is the capx for someone wanting how it is done...it has some redundancies and the comments are not in place as I am trying to modify the pong example template directly....[attachment=0:3vhpvi5u][/attachment:3vhpvi5u]

    One hitch is that I see some lag when I move the sprite on the peer side...it doesnt move instantaneously along with touch...Not sure how to get rid of that...Need to do more research...any thoughts please send them...

    Some of my questions in the start of the thread remain as to when to use which method in propagating the information from peer to host ( DuckfaceNinja / thanks here for your answers, but I think I need to gain some more clarity)...

  • Ok, so does it work when even the "is ready for input" is also removed and some other event like "on touched object coin" is used instead? My question is - "is ready for input" OR "on client update" one of these is necessary to communicate?

    on another note, I am trying to work on this scenario --> As a peer/host , lets say I want to create a coin whenever I double click...And each coin could be moved around only by the peer who creates it....if you have some ideas then let me know

  • Thanks

    For 1.A, this is what I have and it doesn't work...

    [attachment=0:4mpe50mq][/attachment:4mpe50mq]

  • Thanks am now able to make it work with send message approach...Its just that I am still trying to understand what works in MP and what doesnt work in MP...Please see my post in C2 general on multiplayer - questions -

  • for this help....In the Pong example, multiplayer.peerstate("peerid","y") is used in the host group to position the paddle -

    [attachment=0:3aq1jw7d][/attachment:3aq1jw7d]

    I was trying to use the same approach to create the sprite at the mouse double clicked position...I have used associate peerid etc., as per the pong example...But somehow this approach is not working...cant figure out why...I am trying to understand basics of multiplayer so that I can create something...not yet started on any particular game as such for now...

  • I went through all the tutorials in detail on multiplayer and have few questions. Will be great if someone could please answer them -

    1. Which method out of the below should be used to propagate data from peer to host in multiplayer and in what conditions each of them is used and why?

    A. Set Client input state "<variable>" to something and then use Multiplayer.PeerState ("peerid", "<variable>") sequence

    B. Send message with peer data within the message

    C. Use Sync variable

    2. Can we set client input state on any event inside peer group OR should it happen only on multiplayer - on client update event?

    3. Why cant we not specifiy a boolean type variable in sync variable ? The sync variable dropdown doesnt show boolean variable of the object.

    4. Difference between PeerId and MyId

  • Thanks DuckfaceNinja, I will try this...

    I have a sync - position on sprite...But I was thinking set client input state "x" and "y" to mouse.x / mouse.y on double click and using create sprite at Multiplayer.peerstate("peerid","x") and Multiplayer.peerstate("peerid", "y") should do the trick...I didnt try sending the mouse.x, mouse.y in the message directly...Do you know what is wrong with my approach?

  • As a peer / host, I need to create a sprite on the screen in a game on mouse-double click at that position. This sprite needs to be broadcast to all other peers...I am trying to do this for a while now and have not been able to get across. Could some one please help?

    The exact issue is - I am able to create the sprite on peer with a double click, but unable to get it positioned at the mouse-double click position...It gets created on top-left corner at 0,0 position for x,y co-ordinates.

    Inside Peer group - I am setting client input state "x" and client input state "y" on mouse-double click event and sending a message with "create" tag...and

    on Host I have event/action as - On peer message "create" --> create sprite at Multiplayer.Peerstate("peerID", "x") / Multiplayer.Peerstate("peerID", "y")

    But somehow the above code doesnt seem to work in a desired fashion...any help is appreciated

  • , This is excellent!! Could you please take some pain to explain a bit math at high level in the "Draw textured quad" functions for the benefit of people like me ? Or any reference links where I can find bit more information on such things will be also very helpful...hats off!

  • Sure...Thank you.

  • rexrainbow, Chart.js has interactive tooltips /labels, on hover for all the charts. I think for polar charts, doughnut chart and pie chart also has now label/tooltip/legend options...Could they be added to your plugin please? That, I think will make the plugin very useful....

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kmsravindra

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