tomsstudio's Recent Forum Activity

  • Condition: Enemy Has lineofsight to player | Action: System: Wait 1.0 seconds

    Action: Enemy: Sent Angle Toward (player.x,player.y)

    Action: Enemy: Move forward 1 pixels

    Sub-Event

    Condition: Enemy: is overlapping player at offset (15,0) | Action: Enemy: Set line of sight range to 0

    Else

    Condition: Enemy: is overlapping player at offset (-15,0) | Action: Enemy: Set line of sight range to 0

    Else

    Condition: Enemy: is overlapping player at offset (0,15) | Action: Enemy: Set line of sight range to 0

    Else

    Condition: Enemy: is overlapping player at offset (0,-15) | Action: Enemy: Set line of sight range to 0

    Else

    Condition: Enemy: is not overlapping player | Action: Enemy: Set line of sight range to 10000

  • sqiddster

    My guess:

    Every time the game zooms, in or out, the engine is checking each object to see if it's on screen or not so it knows to whether to draw said object.

    If you have lots of objects, this can be an issue. Zooming in/out really fast is calling drawing checks on top of each other(guesswork).

    You could try snapping to a certain scale? So the engine doing the on-screen check once?

    *notes, i could be completely wrong about all of this XD.

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  • PSI

    Well, any advertising is good advertising?

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    Edit: Saw your comment on kickstarter that you have already seen it, goodluck with your project <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You can go into the index.html file and delete the <html manifest="offline.appcache"> tags.

    This will force the browser to re-load the game from scratch every play.

    This is only good however if your game isn't image heavy, as it will chew up a lot of bandwidth as the images are re-downloaded.

    Cheers,

    Tom

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  • What about Chrome for iOS?

    Currently Chrome for IOS is just a re-skin of safari, unless that has changed over the past few months.

  • This biggest problem i can see is making sure your server remains the 'host'.

    If it somehow gets disconnected from the signalling server, then one the players trying to connect to the game will become host, and you will have trouble getting back the 'host' position. You could try and have a condition that if player is host when connected, then disconnect from signalling and put a 5 second waiting period. The problem with this however if a lot of people are trying to connect, you will have a hard time connecting and becoming the host again.

    My way around this:

    I run windows server 2012 R2.

    I have a my own copy and license of the signalling server running locally so if the server somehow crashes, it automatically detects it and runs a .bat file shutting down the physical server.

    When i re-launch the server, i make sure the internet connection is disabled first, making sure all the game 'servers' are running, then i open up to the internet, allowing all the players to connect.

    On the actual set up, again i run windows server 2012 R2.

    All my game 'servers' are running via minimized nodewebkit, so very few resources are used. *though when changing something via graphical environment will kill any framerates unless the server has a dedicated GPU. So make you make any changes before you open the game up to the internet.

    I use a modified version of the multiplayer plugin which allows the use of multiple multiplayer objects, allowing the creation of dedicated chat servers and various game instances, all whilst communicating to each other. (very handy)

    Another thing you should note, if you start creating the server and the client separately, any objects that require syncing will not sync at all. This is because (even though you may have copy and pasted the object over), the object will be using different iid's. To fix this you need to go into the save file of each one, and change the iid of the object to that of the servers version, or the other way around.

    I hope some of this answers your questions,

    Best Regards,

    Tom

  • My little strategy game i'm working on

    (c) CopyRight 2014 Tom Healy

  • 10 seconds is a long time.

    I cant really think of a real world scenario(maybe a flatmate torrenting), that would cause a 10 second latency.

    I live in Aus and it only takes 150-250 ms to send and receive messages from my server in the US.

    The longest i have seen is 1500ms from my dads satellite connection.

    Maybe when Ashley was building the multiplayer plugin he didn't consider anything over 5 seconds?

    On an afterthought its probably not anything to do with the messages, rather the host kicking the peer after a few seconds of dodgy connection.

    Best Regards,

    Tom

  • I'm getting 60 fps, no problems here

  • I have noticed this to.

    I 'think' its when your using an event sheet which is included by lots of layouts, i'm guessing the layouts have to be stored in memory or something.

    My work around with this is to take parts of the code from the main event sheet, and spread them into separate events sheets, and include them in the main event sheet.

    So you only have to worry about lag when you want to include a new event sheet.

    Best wishes,

    Tom

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tomsstudio

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