maickbicho's Recent Forum Activity

  • HERE IS AN EXAMPLE TO HELP YOU.

    drive.google.com/file/d/1lxxnJgkuuBPVYT75rgoAdeh9nJwDJlzL/view

  • Hello, pathfinding obstacles are GLOBAL, that is, 1 object is defined as an obstacle for all pathefinding behaviors in the game (even if in different objects, such as player 1, player 2, and player 3).

    in the image of the events you sent, you are defining the obstacle several times, one for each player, you should use an event, (start layout=player1, player2, player3 or player family define obstacle)

    and the obstacle must be a family with all these tilemap inside)

    PS: an extra, the physical behavior also uses gravity in a GLOBAL way, what you define for an object will affect everyone in the same way.

  • check if the properties of the object with the pathfinding are solid or custom, if solid check if the tilemap has the solid behavior, if customizable make sure to start layout add the tilemap as an obstacle and use the regenerate map action.

    PS: the re-energize obstacle map action must be used only once because it crashes the game because it is heavy.

  • hello, i have experience with multiplayer games in construct 2 and 3 using the official plugin and photon, i'm interested in the work.

    this is my email: maickbichorkt@hotmail.com

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  • HI.

    THANK YOU, BUT THE MOUSE PART IN THIS CODE IS SO DEMONSTRATIVE.

    WHAT I WANT TO SHOW AND THAT IN AN EVENT WITH "OR" USING THE KEYBOARD IS A VARIABLE. THE KEYBOARD DOES NOT WORK. SEE BELOW.

  • #ashley

    Ashley

  • QUANDO COLOCO NO EVENTO "OU" COMPARANDO UMA VARIAVEL OU TECLA IS DOWN ,SIMPLISMENTE NAO FUNCIONA,

    BUG DO CONTRUCT?

    Tagged:

  • Hello! I would like to know what happens to trigger (on peer messages) when several are received by the host at the same time in the same tag ????

    whereas no messages are lost and all arrive at the host and each trigger executes a function in the player that the sent (from the host side), there is the possibility of a trigger (being all the same within the same tag) overlap the other ??

    so that one of the players that sent the message does not suffer the action executed by the trigger ???

    ps: compare the player on the host side using the expression

    (on peer message. tag "a")

    (player.multiplayer.fromid)

    .... sorry for the errors of English. I'm Brazilian ... I used google translate.

  • thanks a lot for the answer ...... about the amount of people and connecting people I do not have to worry, if theirs do not support them, I create my own heheheh ... thanks again ... bye

  • ashley ......... hello, I wonder what the possibility of you canceling the sinalling serv multiplayer ???

    and if they cancel what I must do to keep my game running ?????

    I noticed that we can connect to the sinalling serv and not enter a room soon after, and then be checking the availability of the rooms to choose in which we want enter later ... how many people can be connected to the sinalling serv, without entering a room (choosing the room you want to enter) ?????

    grateful ..... sorry the English is not correct, I am Brazilian and I am using the Google translator.

  • oh.sorry..now that I've noticed your email so that I can talk

  • yes....i can do it...jump style??? one jump or doble jump????

    How much are you offering to make this project for you????

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maickbicho

Member since 17 Jun, 2017

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