oosyrag's Recent Forum Activity

  • Got home, took a look at 99's capx and that is pretty much the technique I mentioned.

    Here is a bare bones version, using the tilemap object. https://www.dropbox.com/s/xz4dqd4ov8h0p ... .capx?dl=0

    Note that with your 9 tiles (10, if you include a blank one), you cannot properly utilize a bitwise tilemap, as you can see from the example. The minimum number of tiles is 16 - one for each configuration of adjacent spaces. You are missing the ones for when a tile has only one neighbor for each direction (4), and also when the neighbors are across from each other (2). Also, by utilizing half tiles you'll additionally have to account for interior corners (4), and diagonals (2). Those last 6 tiles are all variations of when a tile is bordered by 4 other tiles, so you'll need some more events to specify those as well.

  • http://www.saltgames.com/article/awareTiles/

    Here is a good description of the bitwise method. I can put together a sample later today probably.

  • Your capx seems to work exactly as your events describe. Can you try describing what you see vs what you expect to see again more clearly?

    Edit: I'm guessing this is an earlier version with only horizontal checking. Did you have a later version where you tried to check above and below each tile as well?

    (Also recommend going back and using tilemap rather than sprites. Bitwise neighbor aware tile selection is completely feasible using the tilemap object.

  • In a webpage, try looking into adsense.

    If it is in your game, I think admob.

  • Depends on the amount of bandwidth available to the host.

  • Try [\r\n] to match a line break, not sure if it will work though.

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  • You can try breaking your text up into individual lines first before working with them using tokenat() and the "newline" expression as your token. Push each line separately into a temporary array and then do whatever you want with them.

  • RegexReplace(String, Regex, Flags, Replace)

    http://regexr.com/ to build your expression.

  • Look into this, a little bit advanced technique though - https://www.scirra.com/tutorials/902/li ... raycasting

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  • This will probably require you to update a database value via your preferred backend service host/provider plugin whenever someone logs in or disconnects in your game, and pulling that value onto a web page via php. At least that is what I think would be the most straightforward way to do it. How exactly to do so is beyond me, and probably beyond the scope of these forums. Maybe someone with more experience in those topics may be able to help you though.

  • If necessary, you can convert a value to a string using the str() expression and a string back into a value using the int() expression.

    Generally speaking, sync is the probably the more proper way method for send values - either via instance variable, or inside a data object like an array or dictionary. That is more for host->peer data though. I think it is not common practice for peers to send anything besides input values to the host, unless you don't care about having an authoritative host, but that's up to you. Having an authoritative host keeps things much cleaner logically in terms of peer/host events (or at least it does for me).

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oosyrag

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