MultipleChoice's Recent Forum Activity

  • SecondDimension ,

    The map rotation problem was something I realized at the end, so I cheated deleting that possibility

    (Since I had two separate layers apparently that is, and I did not have time to realize that.)

    Now I had time to take a look again, and I revise!!

    IT DOES WORK WITH ROTATION, but all objects obviously have to be on that layer (which you want to rotate).

  • Radulepy

    Yeah, that's because the joystick is "too sensitive". I just put in some dead zones horizontally and vertically. Now it should be fine. If its still to little, just change the added/subtracted value (now 10).

  • lennaert : I see, I will take a look, now I am interested. I like limitations and working out workarounds, if needed. I know it's sick, but it's fun for me...

  • No man its fine <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> just ask...

    Just exchange it with 8-direction behavior. Add that first, then just basically copy the movement commands, the way the car-behavior is set. Just instead of forward/breaking/steeringLR you going to have up/down/left/right. Then delete the car-behavior.

    You should manage this, otherwise you gonna need someone for everything.

    You should read this stuff:

    https://www.scirra.com/manual/86/behavior-reference

    https://www.scirra.com/manual/87/8-direction

    https://www.scirra.com/manual/57/object-behaviors

    https://www.scirra.com/manual/49/add-behavior

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  • Your multiplayer isnt really mutliplayer ... well, it is .. but its multiplayer in 1 screen ... not Everade's intention I believe.

    Here is a tip: Preview your multiplayer game in chrome, and press CTRL + Shift + N

    A new Incognito chrome pops up, enter the same adres ie localhost:50000 and voila, 2 screens showing your game as a multiplayer game.

    When you navigate the host or peer in one screen, it should also do that in the other screen.

    lennaert: You are right, it is not a true multiplayer, but it shows you the solution for walking through objects being one floor above, while the upper player is colliding. I am quite sure, that easily can be implemented in a split-screen or online or whatever multiplayer-kind.

    Thank you for the indeed very useful tip! Never did any real multiplayer before, I'm going to check it out.

  • This already puts the arrow always halfway between the player and it's target, rotating towards it.

    Its not complicated math, just a bit of XY-Coordinates adding subtracting... easy, but as you can see, very effective. And saves you a lot of performance

  • SecondDimension ,

    This is a simple way to do it.

    DON'T rotate the layer, on which the player or Arrow or whatever is this way, since the rotation is not centered. It confuses the coordinates.

    Rather rotate everything around the player in the center of the map.

    You can also let the arrow easily disappear, if target "is on-screen", or when the distance (rather of the XY coordinates, as done in the file, not the function dist(), as this would detect a circle, but you have a square Screen) of the halfway point being smaller than your View-Port-edges.

    Hope it helps...

  • https://www.scirra.com/tutorials/556/un ... o-families

    https://www.scirra.com/manual/75/how-events-work

    well, not very helpful, but same problem here:

    collision-detection-for-instances-of-same-object_t77217

    all you have to do is to pick specific objects or ranges of objects within the family, to restrict, what happens to which. Otherwise it will happen to all objects of the same family. But that is the power of it (besides a better expandability).

    Its a bit confusing at the beginning, but you have to take a look, which of the events actually pick objects, which don't, and so on...

    Then you have to find your conditions, to get to the desired one. But you will find your way. Also great to google or search here. Its a complex theme... and is all written already loads of times.

  • There are some difficulties I also experienced - when played online, no problems on any system, as well as on androids. Also as node-kit-app it runs just fine on windows (unfortunately did not test Linux yet). It did run on Os X, but people tried it a lot of times to start, until it came out, it is loading awfully long, showing no percentages at all. Like 10 minutes (Also after being cached ). Also, there are some issues, nowhere else occur, but it is not easy to find the cause, since it seems all right. There could be some special issue.

  • Sent a Mail, lets talk soon.. I need to sleep now :/

  • : do you have any games out there? to see something done? I'm sure it must be quite good...

  • Facet nice dude, keep me up to date how all this works out, I would love to test it

    Okay, then collisions might not be the issue that much, I have like 900 up to 1500 objects how does that run on your system? If that runs smooth or okay, then that is not your issue.

    Also try another browser, and also uploading your game, don't run locally. Or try Web-Nod, also faster. In general seems chrome to be the smoothest way to play.

    But hen most likely it is rather the redrawing end effects slowing it down a lot. Try not to use any fx... they are also fps hungry -- I know, they are tempting, but don't work on all browsers anyhow... (at least some look pretty ugly in some browsers)

    Are you scrolling your map all the time? Maybe you can do map-areas, only scrolling, when you reach the edge of the screen. Since scrolling means all objects have to be positioned and redrawn.

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MultipleChoice

Member since 25 Oct, 2013

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