blackhorse09's Recent Forum Activity

  • Have an instance variable for team and when players attack eachother make sure their teams are different

    Thanks, it took me awhile but I got it thanks to your advice.

    In case anyone else stumbles across this and is curious. I pretty much just set up a local variable called FiringPeerSide similar to FiringPeerID from the Multiplayer example. This was my third parameter for the Function TestHit. As tarik suggested I included an instance variable called 'side'. I also had two global variables Team1 = 0, and Team2 = 1. The host would always be on Team2 and every time a peer connected:

    Team1 <= Team2 : Peer - set side to 2. add 1 to Team 1

    Else : Peer set side to 1. Add 1 to Team 2

    Note: these two events are subevents in the Host group under the 'Multiplayer-On Peer Connected' event from the Multiplayer example.

    I think that was it and so far it's gotten me passed the initial issues I was having.

  • Creating a multiplayer game and I want there to be two teams, each side has different weapons/health. What is the best way to let players pick a team?

    I'm considering letting there be an option to pick a side as they type in their user on a menu screen. So would I assign the peer a variable based on the side they choose and have the host place them in the correct spawn based on the variable?

  • I started with copying and pasting the "Multiplayer Real Time example" lines to my new project as I learned each part. I'm having an issue with "Log" text now. Whenever the game starts up I get 10 lines of one '0' before the initial start up text. It happens when I run the game from either game events or the menu layout. I've put my event sheet beside the mutliplayer example and I can't find a single difference. Is it possible it's a browser/cache problem?

  • Quick answer:

    Liked - You could form your own unique team of cool monsters

    Disliked - Impossible to lose mentality/replayability limited on one run

  • I just ended up uploading it to googledrive instead of scirra but thanks anyways!

  • Right click and choose 'open with Google Drive previewer' on the index.html file

    Click the preview button on the toolbar

    Once it opens, grab the URL from the browser

    you're a genius, don't let anyone tell you otherwise. Thanks!

  • Working with a 1280x720 game. I've tried every Dropbox and GoogleDrive tutorial I could fine on here but none have allowed me to upload a game and I get the error when opening the "index":

    "Exported games won't work until you upload them. (When running on the file:/// protocol, browsers block many features from working for security reasons.)."

    At this point I'm just looking to make a link so I can show my professors what I've been working on without having to take my computer to them.

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  • That makes sense for the window size. But how do I scale the objects with it as well? They stay the same size when I change the window size.

  • So to upload to Scirra Arcade I need max 800 width and mines at 1280 (screen width size I'm assuming). Is there anyway I can change the size of everything in my project quickly without having to do it one by one?

  • Delay the moment the turret becomes activated with the "System: wait action".

    Or you can add a condition to make sure that the "shooting click" does not happen when the click occurs over the "Next wave" button. (Condition Mouse is over object / Inverted)

    I could have sworn I tried the "wait" option before and it didn't work. Got it, thanks!

  • I have it to where wherever the player clicks a bullet shoots from the turret and adds one to "shotsfired". However when the player clicks "next wave" the turret shoots and it adds 1 to shots fired. How can I prevent this?

    I have it set to where the turret is "deactivated" between waves but as soon as the player clicks on the next wave it shoots the bullet. I've also tried subtracting one and destroying the bullet but it doesn't seem to work either. I also have messed around with variables but no success.

  • You don't need to preload the sounds.

    The new release will do this by default.

    https://www.scirra.com/construct2/releases/r175

    ah ok. Thanks for the link!

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blackhorse09

Member since 30 Sep, 2013

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