oosyrag's Recent Forum Activity

  • Are your tilemap collision boxes set up properly? You can modify the collision polygon for each individual tile in the image editor by double clocking the tile.

  • Revisited this recently and wanted to post an updated example before my subscription expires. Apparently multiplayer.peerid does get updated correctly within an 'on created' trigger on the peer side if the object is created via syncing from the host within an 'on peer message received' event. So there is no need to manually send a message with the peerID string and try to buffer it like I did in my previous example, which was unnecessarily complicated. Here is a minimal example where peers can send a message to spawn an object instead of in the 'on peer connected' trigger, and the PeerIDs are still properly communicated.

    dropbox.com/s/p3vwhjlfs7xlxmx/MP_LateJoin_CharacterSelect_Example.c3p

    It seems like this is the approach that the OP originally tried and had issues with, but it worked fine for me so I'm still unfortunately still not sure what the problem was as he couldn't recreate it either.

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  • I was working on a minimal multiplayer example for character selection and communicating peer ID outside of an 'on peer joined' trigger, and I remembered it might be relevant to this thread, since it does work for late joiners as well. Here's the link if you ever wanted to revisit this.

    dropbox.com/s/p3vwhjlfs7xlxmx/MP_LateJoin_CharacterSelect_Example.c3p

  • Iirc browser elements like iframes and form elements are always rendered on top of the game canvas. I'm not sure if there is any way around this.

  • The boxes in the example that are 80x80 with a z height of 14 look pretty cubeish to me.

    That should stay consistent regardless of the view I believe.

  • Event 38 describes the leftward "drawing" motion, the amount moved per frame increases by 10 pixels every frame (self.recoil+10).

    Event 37 describes the reset motion, which moves it dt*6% (roughly 10% every frame at 60 fps) from the current position back towards 0 every tick.

    To have it "spring forward" you'll want the speed at which it resets to be faster than the speed at which it gets drawn back. However, since both events are running while your trigger is down and both forward and backwards movement are based on the same variable, if the reset speed is faster than the drawing speed it will just never move. You'll also want both movements described the same way either with dt or without (framerate dependant or independant), not both.

    Try something like this instead:

    + System: Every tick
    -> Shield: Move Self.Recoil pixels at angle Self.Angle+180
    
    + Player: ToolID = 1
    ----+ Gamepad: Gamepad 0 Right shoulder trigger is down
    -----> Shield: Set Recoil to lerp(Self.Recoil, 32, dt×6)
    
    ----+ System: Else
    -----> Shield: Set Recoil to lerp(Self.Recoil, 0, dt×30)
    

    Although IMO the concept of recoil isn't particularly suitable for the drawing of a bow, and using lerp for really fast motions with dt like this can possibly cause issues later in low framerate situations.

  • I saw window.onbeforeunload referenced in a few places when searching for close confirmation in JavaScript. Don't know if it will work with nwjs or not.

    stackoverflow.com/questions/1565304/jquery-prevent-window-closing

  • If the speech synthesis doesn't read numbers properly, you'll just need to parse your number into a string the way you want it to be read.

    For example, you'll want to change/replace "-2934.234" with "negative 2934 point 2 3 4", and apply speech synthesis on the new "readable" string.

  • Steam Deck will be running SteamOS, which is Linux based. So Linux nw.JS builds will already work and are supported.

    Edit: Windows builds should also work fine via Proton, which is also supported.

  • Your peer group events do not assign the peer object a peerID.

    So event 21 never runs, because there are no peers that have PeerID=Multiplayer.MyID.

  • I imagine you can. The Bluetooth plugin looks like it allows you to establish Bluetooth connectivity and send binary data, which should be all you need. How to implement is beyond me though.

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oosyrag

Member since 20 Feb, 2013

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