MorrisFeldman's Recent Forum Activity

  • I got it working thanks for the help everyone

  • So event number 9 is not running at all. Multiplayer.ListRoomCount cannot return a value until the room list has been received, but you call the request in that event. The second event will also never run because the request is never sent in the first place.

    Try using another trigger to first request the room list.

    Then, on room list received, repeat Multiplayer.ListroomCount times

    RoomList Append text Multiplayer.ListRoomName(loopindex) & " - "Multiplayer.ListRoomPeerCount(loopindex) & newline

    I tried that but it seems to not work. For some reason after it requests the rooms the list never gets received. Hope this image explains allot.

    EDIT:

    this is the event sheet now and it has the same result.

  • The manual is pretty clear... Which part don't you get?

    You'll need an ”on room list" event, then you can get all the room information by expressions.

    [quote:2ep8u8iu]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 can use a loop for loopindex from 0 to multiplayer.listroomcount to go through each room by index.

    I really have no idea of what to do, I've tried this and it still is not working, here's an image of what I'm doing.

    I don't know what I'm doing wrong I'm requesting the list and everything.

  • How do I make a list that list all the current rooms and instances that people are hosting on my game?

    They make a room at the log in screen but I want to know how to display all online/available rooms in the game on the login screen as well, like a server list for example and I want to know how to do this on something like the real-time multiplayer example.

    I just can't figure out how to do this with the "Request room list" action.

  • https://www.scirra.com/forum/effect-simple-glow_t91788

    So on the top is the gif that I'm basically trying to get done in my game, and the second to the top is the link to the plugin I am using.

    Just need to know how to replicate whats going on in the gif and that's it. I made a mask sprite, light sprite and added the glow fx to the light sprite yet it doesn't seem to work so any help would be awesome.

  • It should be in a container, so when your peer player sprite is created, they get an AimSpot as well.

    I tried removing it from the container, but this made it so that the host can see all of them and only the peer sees their own, and it also makes lazer thing do no damage.

    I also tried a sync variable thing and a opacity thing (see the image below) to make it only visible to the peer, but that makes it so that the host sees all aimspots and the peer sees none.

    Can you please explain how to make it so that only the peer/host sees their own AimSpot?

  • The AimSpot sprite should not be synced at all I believe. Then each peer will update and see their own, and the host will have a copy of each peer's AimSpot, but the host will not sync each AimSpot to all the other peers.

    I realize that but how do I make it so that the host/peer only see their AimSpot?

  • I made my from from the multiplayer real-time game example, and I can't seem to figure out how to make the AimSpot sprite only visible to the player using it.

    I tried syncing the object and doing a "playerID" instance variable to make them player specific but that seems to not do anything at all.

  • Hey so soon once I got a alpha version done i'l put it up on steam greenlight with a video and all of that. But it might take a very, very long time. I have a few plans set in stone right now but any feedback or suggestions would be fantastic. Everyone joins the same room but there are of course very few functions this is practically a multiplayer test. Just click on this link and log in to try it out.

    https://googledrive.com/host/0B0ZDKUfjR ... lU4NEpJWVU

  • How would I go about to make an account creation system like League of Legends but a online data storage system with different currencies and character progression per account like Brawlhalla. My goal is to have people make their account on my website or in game with their email, password, username and alias. Then be able to play the game once their email has been verified.

    EDIT:

    A third party storage system where you register on the website then log in in-game and the game occasionally sends variables (like currency and progression) to the website and then the game gets said info/variables when they log in to that account, would be just as good if not better.

  • It's great thank you so much I'm gonna use this as a permanent replacement and show a few people it if you don't mind!

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MorrisFeldman

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Member since 26 Feb, 2013

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