oosyrag's Recent Forum Activity

  • Thanks for the detailed response! You're my hero.

    Just some perspective the interface is already most excellent, I'm really just nitpicking at whatever I can here...

    For the color picker, maybe it is easier to explain visually.

    And here are Paint.net's and Gimp's pickers respectively:

    It really isn't anything particularly important, I understand especially as you mentioned the graphics editor is a secondary feature. But again it was something that I definitely noticed right away.

  • >

    > Please note that you will require lag compensation (rewinding time) if you try to create a real-time shooter or something similiar.

    > https://www.scirra.com/tutorials/892/mu ... pts/page-8

    >

    > Ashley covered that already in his tutorial.

    >

    >

    I had implemented this, and other user's suggestions on how to work around it using functions.

    Bullets were easy to sync; one set of instructions were synced to all players. But because each player's platform position was inconsistent on each machine, none of that mattered.

    The big problem was that the player's position was never the same. Especially when jumping. There was a discussion about this some time ago.

    Disclaimer: I've never actually completed any multiplayer projects myself, so please excuse me if I'm missing something specific to your situation or saying something that was obvious to you already. My hope is to possibly give you an approach or idea that you might not have thought of to try.

    Position will always be inconsistent/different on every peer due to the limitations of latency, there is pretty much no way around this. The only thing you can do is fudge it with lag compensation and input prediction. All multiplayer engines need to deal with this in one way or another.

    One method that looked decent for me was to have all "real" (read: host synced) sprites invisible (top down projectile shooter). Every visible sprite object (on each peer's device) was tied to the invisible master one, but by doing it this way I could set up my own rules for how the object looked and behaved (interpolation and input prediction) from each peer's point of view. Then I could make any small tweaks I needed to hide the latency factor. On the host side for lag compensation, I allowed small "burst movement" after an input is received to catch up to the peer's local input prediction position. Because the host version was invisible, it didn't look unnatural to the player. On the peer side, I also added a tiny bit of consistent, simulated input delay rather than instant local input predicted feedback, so the discrepancy between host and peer didn't get too far apart.

    Most of that is done by the built in actions in the plugin, but those don't allow for much fine tuning, which is why I ended up trying to make my own.

  • Sorry I used another example as the base for this one, I forgot to delete the array, it isn't being used.

    Let me know if you have any other questions I'll be happy to explain further.

  • Here's how I would approach this - https://www.dropbox.com/s/tro6kj5txzeeb ... s.PNG?dl=0

    There are a few prerequisites:

    You're going to need to manually crop out each area to be colored individually, and import them all and line them up together.

    Each "coloring block" and "coloring area" needs to have its own layer with the "Force own texture" layer property set.

    The color picker is actually just an illusion, its not really unlimited - you can import as many colors into your color block sprite as you can handle (128 would probably give a suitable illusion that it is "unlimited"). I'm pretty sure the link you sent me doesn't have truly unlimited colors either. You can probably get away with just 64 and no one would be able to tell. Seems tedious to set up that many frames, but you only have to do it one time. (Making 12 took me about one minute).

  • Hm welp my experiment to create a set of distance joints across a series of sprites with immovable drag and drop behaviored sprites at each end did not go well =[ Sorry!

  • Physics/gravity chain?

  • Ok just to be clear you're trying to display a chat log, the data of which is stored in the array? I'd like to help you, but you still haven't provided either the source array/data or an example of how you want it to look (don't need your whole project). Can you take a screenshot of what your current solution outputs and looks like? And an example of the data you are importing to your array via AJAX?

    Any reason why your array is 150 specifically? Is that the maximum amount of lines you want to have displayed or history to be stored?

    Edit: Most of us use Dropbox to upload and share files. Or Google Drive.

  • https://www.dropbox.com/s/7tzan36yhnpjg ... .capx?dl=0

    There are two layouts with the two ways I mentioned to handle it.

  • Picking a color is no problem, as long as it is a limited set of colors. Animation frames could take care of that

    How do you plan on applying the colors, or rather the actual coloring part? That is going to be the harder. Although I do have some ideas with blend modes... It depends on how complex the areas you will be filling will be. How many pieces/areas to color per picture? How many pictures are you planning on creating?

  • Using invisible sprites to represent hit boxes is very standard traditionally, and flexible to boot.

    Regarding your specific problem - Utilize imagepoints. Every tick set colission object to "joint" imagepoint, set angle towards "tip" imagepoint. Or use pin-to-imagepoint plugin.

    Using invisible sprite objects gives you much more control over them from the event sheet, without any additional syntax fiddliness that comes with having to describe collission boxes within an object - which collission box? How many points? Which point? Angle/Size? All of these are already described and accessible with existing systems in the sprite object.

    Extra huge bonus: using invisble sprites allows the "hitbox" to extend past the boundaries of the original sprite.

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  • Do you mean as part of your game or as part of the construct interface?

    You should be able to create this with the paster plugin by R0J0hound.

  • This would be a nice feature that shouldn't be too difficult to add. You may want to post on the suggestions platform.

    I'm going to think this falls under the "there are more important things to add" category though, so don't hold your breath.

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oosyrag

Member since 20 Feb, 2013

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