oosyrag's Recent Forum Activity

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  • Your sync action is in the host group. I believe it needs to be done for all clients.

  • Stages of multiplayer development:

    1. Accept that latency is a thing that exists. This means that no two peers will ever see the exact same thing at the exact same time. It is basically physically impossible.

    2. Design around it. This includes local input prediction, which means a peer will receive feedback for their inputs locally before the host or any other peer receives the information that they have input anything at all, and lag compensation, where the host validates that peer inputs and actions, which actually happened in the past, are valid.

    Interpolation is also important, but the multiplayer plugin takes care of most of that for you so you don't have to worry too much about it.

    In general, you're going to want to decide who sees what, separately, because no one will be seeing the same thing at the same time.

  • Hmm it's a little hard to say, it depends on what you're trying to do and I haven't really wrapped my head around your logic.

    But basically you use it when you want to have any particular action(s) apply for each instance of an object, instead of for all of them at the same time.

  • Using the "For Each" system condition usually solves this type of issue.

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  • You can if you have a way to look up/record the associated pronunciation of the relevant word in each sentence. Manual entry would be one straightforward way.

    Showing matches after that would be simple.

  • If you made them in c2, you can open them in c2.

    Remove or replace any use of the plugins, and then you can open in C3.

  • That's pretty nifty, and most likely a bug with tile movement. I filed a bug report for you.

  • I mean... moving stuff into and out of local variable scope is always fiddly, regardless of if it's in a group or not. FWIW you can't move an event that references a local variable to somewhere that local variable is not accessible, group or no group. And if you move the variable out, anything that references it locally gets deleted, with warning. This is consistent behavior wherever the local variable is.

  • Local variables can be created/moved under groups, it's been like this. It's one way to manage global variable clutter.

    Klabundee has the right idea, local variables are reset every tick. If you have two separate events in the group, they can both access the group's local variables as long as it is on the same tick. I think another quirk is that triggers happen outside of a normal tick and won't be able to share data with normal events through a local variable, but can with a separate events using the same trigger.

  • Note that CORS needs to be enabled on the web server that the audio is hosted on if your game and audio file are not on the same domain. Otherwise you will not be able to access the audio file.

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oosyrag

Member since 20 Feb, 2013

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