blackhorse09's Recent Forum Activity

  • I've read the C2 tutorials on image optimization, but it's still something that I've never been able to quite grasp. If someone could explain how I would achieve the following it would be EXTREMELY helpful:

    So I have an image of a jeep (39x64) in Inkscape. If I zoom in and out in Inkscape the image loses no quality. However when I import the .png file into Construct 2 it looks fine at first, but when I zoom in to get the 854, 480 window size to fill the layout screen the image looks blurry. Using Letterbox Integer in preview mode has better image quality, but it's not full screen like Letterbox Scale, which has lower image quality. How do I prevent from having blurry images?

    Imgur link for visual (letterbox integer on left, letterbox scale on right) http://i.imgur.com/LADjfSV.png

  • And is one of the Scorekeepers for the peer increasing ?

    If so, its something in your logic or setup causing there to be 2 scorekeepers.

    If you have a scorekeeper on the layout by default, make sure to destroy that one for the peer on start of layout, the hosts Scorekeeper should get synched and created on the peer side.

    Yup I had one on default. Thanks so much for your help, it's working perfect now

  • It works for host. Everything I've tried has worked fine for host, but it's something with the peer. On the debugger scorekeeper's kills raises for host, but on peer it looks there's 2 scorekeepers. When I click on the scorekeeper option it shows

    #0

    #1

    On host it only shows #0 which gets updated. #1 is getting updated on peer, but not #0.

    http://i.imgur.com/NXDrDPl.png

  • It works for host. Everything I've tried has worked fine for host, but it's something with the peer. On the debugger scorekeeper's kills raises for host, but on peer it looks there's 2 scorekeepers. When I click on the scorekeeper option it shows

    #0

    #1

    On host it only shows #0 which gets updated. #1 is getting updated on peer, but not #0.

  • remove the tags for marinekills and monsterkills on the synch variable action and remove setting their input state on the peers action.

    If the host sets the variables, they should get synched.

    Still not working for me, do I need to add something here?

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  • Scorekeeper has the instance variables to sync up to the peers global variables. When someone is killed the host adds it to the player kills and the scorekeeper. However in-game it doesn't update the global variables.

  • Good deal, I was wondering if you could post how you create and destroy objects for peers?

    That's last on my list for my game so I'm not there yet. I'm trying to work around it as much as I can but I imagine for something like pressing a button to open a door (destroy a door) I would try

    Under Host event sheet

    For each peer

    multiplayer.id = peerid:

    peer.x, peer.y = buttonsprite.x, buttonsprite.y THEN set (buttonsprite isntance variable) "pressed" to one.

    Under common

    Buttonsprite "pressed" = 1 THEN destroy door

    We'd have to sync the variable just like the peers have synced variables though. I'm still getting the hang of it.

    Also I found this by Ashley which is probably more helpful:

    Use 'Sync object' to sync the (objects you want destroyed), and then destroy them on the host. When synced objects are destroyed on the host, the syncing automatically destroys them on all of the peers as well. So you don't even need to send any special messages or have any special flags.

  • Hi,

    Can you tell more about your problem ?

    What kind of TestHit is it ? CollisionHit or HitScreen ?

    Collisional, I think. It's when the firing player is overlapping another from a different team and the appropriate button has been pressed by the firing team.

  • I want the firing peer to play an animation if the TestHit works. I thought about adding:

    peerid= lasthitpeerid play animation

    but I can't find any place it would work

  • This is how scroll to works for each peer in my game

    Thank you, seems to be working so far. Testing my game with a lot of people today so I'm trying to get out all of the major issues I haven't been able to fix on my own.

  • All I have is every tick - system scroll to peer

    it worked fine when testing, and the very first time it went live. Now the peers can only see the host but can still move/shoot. Is there more code that needs to be done to make sure it stays on host?

  • I have 8 players set up into two teams

    Both teams have different animations

    As of right now the host can see his/her own animation, but the peers just see the default image.

    How can I have the peers see the animations?

    example code:

    For each peer &

    team = 1

    (subevent) getbit(Peer.inputs, 5, 1) = 1 then set animation to "running" from beginning

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blackhorse09

Member since 30 Sep, 2013

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