oosyrag's Recent Forum Activity

  • Mow a few lawns, shovel some snow, get construct for a year.

    Can't bake cookies to sell without buying the ingredients first. So do like everyone else does. Get the money to start from your parents, or use your body.

    If you're 15 and don't understand why the world is like this, I highly recommend you spend some time thinking about it. If you can't figure it, parents and teachers are a better place to ask than internet forums.

  • For each player, push the name and score into an array. The array object has a sort action.

  • I use the on changed condition when utilizing slider bars.

  • Host updates and records score in an instance variable. This instance variable can be located in each peer's player object, as those will already be synced and associated to each player. Use the sync instance variable multiplayer action, so whenever the host updates the instance variable, all the peers get updated as well.

    All players can display the current score on their own based on the values in the instance variables.

  • Hi,

    It should be possibel to set up multiple variations of 1 game in multiplayer. Let's say the game is called 'hello world'. Multiple 'rooms' of this game can be hosted and then be joined by peers I asume? The host makes a new game/room by giving it a name and peers can join randomly or by giving in the exact game or code to enter. Am I correct that this is possible?

    This is correct.

    If this is the case my question is this: How can I receive the info of a single game/room and see how many peers have joined a room/game? Is this possible and how is this done? How to check how many games/rooms are active etc?

    Any ideas? I hope you can help me out a bit.

    You can get information regarding rooms via the multiplayer actions and expressions described on the multiplayer manual page.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/multiplayer

    Here are the ones in particular you would be interested in -

    Request game instance list

    Request a list of active game instances within the given game. When the response is received On game instance list triggers and the name and total number of peers in the returned instances can be listed using the List... expressions.

    Request room list

    Request a list of active rooms within a given game instance. The returned list can include all rooms, only rooms which are unlocked, or only rooms which are available to join (unlocked and not full). When the requested list is received, On room list triggers.

    Multiplayer expressions

    ListInstanceCount

    After On game instance list triggers, the number of game instances in the received list.

    ListInstanceName(index)

    ListInstancePeerCount(index)

    Get the name and peer count of a given game instance in the returned instance list.

    ListRoomCount

    After On room list, the number of rooms in the received list.

    ListRoomName(index)

    ListRoomPeerCount(index)

    ListRoomMaxPeerCount(index)

    ListRoomState(index)

    After On room list, retrieve information for a room at an index in the received list. The state can be one of "available", "locked" or "full".

  • You didn't specify if you were viewing from above (2d noise) or from the side (1d noise).

    For 1d noise, you can use the same formula/function, but use a constant y value. Any number will do.

    Plug in any X, and it will give you a value between -1 and 1, with smoothing applied relative to its neighbor. Divide X by a larger number to "zoom in", which will give you smoother terrain, or smaller number to "zoom out". You could use the returned value between -1 and 1 to determine the height of your ground at any given X location, for example.

    If this is hard to understand, I recommend searching and reading more articles about procedural generation online. Here's another one - redblobgames.com/maps/terrain-from-noise

    It also describes 2d generation, but most of it still applies. Like I mentioned above, rather than have a number generated for every x/y position, you would fix the y to a constant and just use x. This would effectively give you a "slice" of the noise map, or a side view basically.

  • brashmonkey.com

    The Spriter 2 video is a nice example of how mesh deformation is used in 2d graphics.

  • Construct 2 doesn't have Perlin noise built in, but it can be implemented with events. Could be quite difficult if you're not familiar with the concept of how it works and the math behind it, but if you are it is fairly straightforward. Here is a resource I like -

    rtouti.github.io/graphics/perlin-noise-algorithm

    Construct 3 has Perlin noise built in as part of the Advanced Random plugin. Quick tip - you can use the C3 demo to generate the noise as an array and export it. I'm pretty sure it would be compatible with Construct 2. But it would be fixed, and not randomly generated at runtime in your C2 program. You could export a bunch of different ones, include them as project files, and pick one at random in C2 though...

    Also you should try asking on the threads you mentioned to see if they can fix the link. A lot of people here (especially the ones that make examples) are really long time users and might still be lurking around. Dropbox had a change a few years ago that broke all public links from before then, but its pretty easy to fix and the file is most likely still there.

  • Sorry got busy over the weekend.

    dropbox.com/s/pkg9p0abzts1tks/temperaturesimulation.c3p

    See if this looks good to you, and let me know if you have any questions.

    Also the values I used in the example are in F because I am a filthy American, in case you were wondering why the numbers are so high lol ;p

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  • What service/backend/website is hosting your leaderboard?

  • You probably want to use tween (or possibly pathfinding) rather than custom movement. You can have an event upon completing your tween to check conditions to decide on the following action.

  • I don't have any trouble using blend effects on mobile. It is possible the phone you are testing on has outdated graphics drivers.

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oosyrag

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