AllanR's Recent Forum Activity

  • Well, it looks to me that you are putting a tile over top of an old one - so it isn't deleted, but replaced...

    the tiles are square, but your grid lines are diagonal.

  • glerikud

    From looking at your picture above, I can see that there are no cases of a collision box on both sides of a grid line.

    In the first (top left square) you have 4 grid lines and four collision boxes. In your second example (top right) you have two squares joined together - so you have 7 grid lines and 7 collision boxes. The problem is that the grid line that connects the two squares together can only have one collision box...

    In the bottom part of the picture, there is only one complete square (the left most). All the other squares are missing one or more collision boxes where they are joined to another square. But every grid line does seem to have a collision box... (there are 40 grid lines, and 40 collision boxes)

  • Freuvim

    you probably have created an infinite loop... the while loop is not ever ending because the condition is not being detected.

  • That is nice to know... thanks for the info!

  • Lasmelan

    in the Join Room code in the signalling group you can limit the number of peers by putting a value in the last field - max peers.

    But, I guess if you have max peers set at 5, and a group of 4 decide to play, then you would have to have the host automatically kick out a 5th peer...

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  • sadism

    create a php file called something like: servertime.php

    with contents:

    <?php

    header('Access-Control-Allow-Origin: *');

    $dt = new DateTime();

    echo $dt->format('Y-m-d H:i:s');

    ?>

    then use an ajax call from within C2 that calls that php file. In the On Complete event, the date and time will be in the AJAX.LastData field.

  • I don't believe it is possible to access the points of the collision box - but what I have done in similar circumstances is use an invisible square sprite, and position in over an image point. Then you can calculate the coordinates of that sprite to see if it is within the target area.

  • Travlanders

    C2 can work very well on mobile.

    If you use a TextBox field, then the mobile will automatically call up an on screen keyboard.

    If you use Buttons, touch works as expected.

    and you can manually build any interface you can imagine.

    you can also access many mobile specific features - like the camera, microphone, tilt sensors...

    if you want to try a project I use to test things out on my phone, use your phone's browser to go to: http://www.rieperts.com/games/buttons

    you can pinch to zoom, and pan around when zoomed in. You can drag the button panel around. Some of the buttons are toggle buttons, and some are push buttons... some buttons to more than one thing, and it does change occasionally when I am testing something new.

    you can also try http://www.rieperts.com/games/birds

    which is an angry bird clone I did as a test too.

    Mobile C2 games/apps that you host yourself run better if you have the user save the game to their Home Screen - then you don't get the browser menus at the top and bottom of the screen getting in the way.

    You can also export your game to various mobile wrappers and upload them to app stores.

  • Artpunk there was a post a couple days ago about someone having fps issues on a windows phone. Putting the phone to sleep and then coming back seemed to make a big difference...

    obviously, there is a major bug there that Microsoft needs to fix.

  • So, I have finally started playing around with the multiplayer plugin - because my son has been pestering me to help him for months. I have been telling him to work on learning the basics of C2, and that multiplayer is too complex for him. But he is getting to the point where he is ready to give it a try, so that means I have to know how it works too...

    So far things are going great! Having the Real-time multiplayer template has been a life saver.

    One place where we are having a little issue is on customizing the peer character. He wants to have players choose a few options for their character before they join the game.

    We have the Host create the default character, then the peer sends the chosen options in a message to the host. The host updates the peer object (which then syncs out to all the players). That looks a little funny because you see the default object for a couple ticks before it snaps to the right character when ever a new peer joins. We got around that problem by creating new peers invisible until the host gets the options and sets a flag saying it is ok to make the new peer visible.

    It would be a lot easier if you could pass parameters in the Multiplayer Login action (the way you pass parameters to a function). That way, when the host gets the On Peer Connected event it would be able to set up the peer object correctly without all the hassle.

  • Very nice!

  • Seems to work fine for me (all of the red falls - and seems to splash!)... Awesome job ROJOjound! : )

    I was getting a solid 60 frames a second, although the sand still seemed to fall at about half the speed that gravity would normally make it drop. Also, when sand was flowing over both sides of the white line sand was settling between the lines higher than outside the streams of falling sand - so that didn't look completely natural. But it certainly is a great start - especially since you couldn't see it run!

AllanR's avatar

AllanR

Member since 21 Nov, 2013

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