lennaert's Recent Forum Activity

  • This topic probably needs moving to the How do I section ( Kyatric )

    As for on topic, check your origin points in the image editor.

    If you have an animation, the origin point likely slightly differs in one of the frames.

    Change the origin point you suspect is a little off, and then use the right click -> preview in the animations list in the image editor for quick checking.

  • When creating a synched object on the host, which then gets created on the peer, it would be great to have a one time synch action, the variables, booleans, the animation name, the animation frame, size opaque etc etc.

    When:

    At the end of the host's event to create/spawn a synched object, have it broadcast the current state of set variables and object states.

    Why:

    The reason for a 1 time synch is that I often have certain booleans set on creation, and size, opaque, animation name and frame, and certain values in the variables.

    On all peers they would only need to be set once. Unless otherwise determined with the multiplayer synching options.

    This could save quite some work of back and forth communication when a peer has multiple objects, such as in an RTS game.

    It will make the general flow of having an object created in a multiplayer scenario far more construct 2 user friendly.

    The approach is easier to understand.

    Where:

    Add an extra synching options, "Creation synch" which broadcasts all the objects states at the end of the hosts creation event/action.

    Why not current synch option:

    The current synching option goes down to a few communications per second. which in many scenarios is not required, and even undesired if you have a few dozen objects for several players.

  • Nodewebkit crashed for me too.

    I opened it in chrome and screenied the erorrs

  • The way you implement the controls is greatly effected / determined how your logic works for the object being controlled.

    There is not 1 best approach for all.

    Just keep in mind, that a peers control actions are required to be executed on each connected peer and that the host's positioning of the synched object is likely the best way to determine location on the layout.

    Combining your own peers movement in your screen with movement feedback from the host about your position, combined with some fancy delta time applied mechanics, gives the smoothest results.

    This is not an easy concept and very likely to escape most c2's game devs imagination.

  • You should be able to split event 93 with a couple sub events determining which group is clicked.

    And in the other events simply add the extra subevent (other group names) determining the effects/variables for the other groups.

    Looks solid enough

  • Y, a click works on tick, but you dont click at tick.

    Yes, a "On click", fires once ... but reads the state every tick checking if its clicked.

    The "Is in touch" fires all subsequent events every tick though.

  • You don't need the second pick. As soon as you pop up from the first sub-event, the SOL is back to where it was, so just a blank sub-event is sufficient, then do your "touch" actions.

    Ohhw, I did not know this

    I just never took the risc hahaha, thnx

    deathangel1479, it seems I have no clue what your asking really

    From your events above, what is not working ?

  • And play from beginn works here?

    Because I use play from current.

    Edit: Think because yours dont run by tick. Y, is ok, my misstake.

    Unless stated / indicated / logically manipulated, otherwise, every event runs each tick.

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  • No you dont understand me.

    Its only an example.

    Its for situation all other must be deselected before select the clicked one.

    For this i source out with a function.

    I only want know if I am right. Any coding result I find myself.

    I try to understand this completly...

    Ahh, yes, I have had similair situations.

    local var TMPUID = 0

    Event on touched X

    action set TMPUID x.UID

    --subevent pick all X

    --action set boolean selected false

    --subevent pick X by unique UID where UID = TMPUID

    --action set boolean selected true

  • If you clicked the object, it should already be selected, so you would not have to loop through all the objects.

  • up 270 degrees 225 / 315

    right 0 degrees 315 / 45

    down 90 degrees 45 / 135

    left 180 degrees 135 / 225

    Assuming your default animation character is facing right in the image editor (0 degrees)

  • I always use several compares to limit the amount of object I need for eaching through, or use an extensive pick all / pick by evaluate, then for each the results.

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lennaert

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