oosyrag's Recent Forum Activity

  • Here's a the idea I mentioned previously.

    Although I still lack the maths to get the edges at the correct angle... >_>

    https://www.dropbox.com/s/fswym37e307i2 ... .capx?dl=0

  • It's more complicated, and I can't offer the math off the top of my head, but you can simulate a skew with blending modes to create a mask for your arrow (which would actually be a rectangle, with two masks on top of it).

    Just in case you were interested in a method without plugins.

  • Assuming you've followed the multiplayer tutorial, the answer to your question can be found here. https://www.scirra.com/tutorials/915/mu ... ame/page-7

    If you have your inputs set up correctly, then the host can get the peer inputs using the multiplayer.peerstate expression. Then the host can proceed with actions per peer (creating projectiles, moving) depending on each peer's inputs. You bullet will also need to be set up ahead of time as a synced object.

    I'm going to add a bit of advanced info here, as I've gone through this process before, and I'm guessing you'll run into issues regarding lag compensation and input prediction like I did. Basically you'll want your synced, authoritative projectile to be invisible, and have a local representation of your projectile be displayed immediately for the peer which gets it's position corrected over time to the synced projectile. Otherwise the lag time for bullet creation and destruction is pretty horrendous even on a 0 latency connection because of the way interpolation is built in to the plugin.

    If you have no idea what I'm talking about, don't worry about it. You'll get there eventually <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • It's hard to diagnose such a problem when there are many possible reasons and platforms involved.

    A white screen leads me to believe it is a server configuration issue: a routing or dns problem should give you a 404,403, or 0 error code in your browser.

    Unfortunately I am not much help with the specifics, not familiar enough with apache nor an I able to say for certain if it is an Apache issue or not. You'll probably have better luck on other forums or Google, as mentioned.

    The game works on local host, so at the least it most likely isn't a construct problem.

  • edit:edit: Oh, one more thing, how do I get boss behavior to run only once, when the player reaches the boss. Trigger once event?

    Trigger once is one option.

    A second would be to call a function with the behavior desired as an action when you change states.

    Trigger one would be good if you wanted it to happen again if the boss ever left that state and return.

    A function would be good if you wanted to call it in other situations/triggers on demand as well.

  • Are you able to reach a simple html file on your server via the domain name?

    Are extensions properly configured on Apache?

    Is your firewall/routing open? On you server and router.

    Can you reach it from another device on the local network, like a phone on WiFi?

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  • I've seen other people post about this on other areas of the forum but no one seems to ever get an answer

    I have no ideas unfortunately. Maybe best to ask on the recording software's forums instead.

  • Usually best not to lose too sleep over "best" or "most efficient" methods, unless you run into specific performance issues. Which is rare, considering the computing power available today.

    I would always recommend a method that is easy to understand and makes sense based on your own logic rather than an arcane optimized method that you don't completely understand.

  • On your top level event, only the block that has been collided with is picked, so actions will not affect other instances of the block.

    Have your actions for the collided block at the top level event, and then for your sub event, you'll need to add in a pick all blocks condition, and an inverted "is active" condition (is NOT active).

    If you use the self expression, you won't need a For Each condition.

    https://www.dropbox.com/s/efg4fxlq7wwd1 ... .capx?dl=0

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  • First thing that comes to mind is have a global variable set for x/y coordinates. Upon selecting/picking up an object, set this variable to the object's x/y. Then have your gamepad input increment/decrement the variables, and set the object to the variable x/y every tick.

  • For specific types of game logic, your best bet is google. For example, poker hand evaluation (not a simple algorithm!): https://www.google.com/webhp?sourceid=c ... tion+logic

    There are so many types of games that there is no one source/book/tutorial for all types of programming logic. However, it has almost all been done before, so wikipedia and google are your friends - you just need to know what to look for.

    Basically while you can work through complex logic yourself, it most likely has been done and documented already. There are also usually many many different ways of doing the same thing - here is a classic example https://en.wikipedia.org/wiki/Sorting_algorithm.

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oosyrag

Member since 20 Feb, 2013

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