DuckfaceNinja's Recent Forum Activity

  • The traditional snake game can be done through spawn tail - destroy oldest instance. However the sprite will not move just like this example.

    If you want the tail somehow stays and follow the head, you need to record the head's waypoint, so that the individual body piece will follow that path.

  • For me, the fastest way to learn is understand official example with manual on your side, then try to to recreate the example. By the time you covered the beginners and intermediate example, you should have a good grasp at C2, you should be able create a flappy bird without a sweat at this point with just under a few minutes. Good luck!

  • I've tested. It's not working without broadcasting something too =(

    That tells me that your event is not complete on the host side or you got the wrong condition, my old tests proves there's no broadcast required, and I believe this is still valid. I haven't test with LoS before, possibly your character LoS did not overlap with your item in host, this mean you have to sync the LoS angle too.

  • Condition: Repeat tokencount("What is that?"," ")

    Action: Set array.at(loopindex, 0) to tokenat("What is that?",loopindex, " ")

  • Game center is achievements and chat like you see if u was playing a ps4 or some. multiplayer or game center its all the same

    Just to make categorical distinction:

    Game center is not multiplayer, it's a social functionality.

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  • When player in LOS if item and clicking on it - he will take it. When all events are triggered, I'm sending message to host (reliable ordered). On message I'm destroying object on host side

    All sounds theoretically correct in this part until...

    and broadcasting new message. In common on message, I'm destroying object to. All's working. But when new player connecting it can interact with this object - it's dissapearing only for players what were online.

    Starting from this part, there are things that is unnecessary, destroy event concept is similar to creation event, you don't have to broadcast message to trigger destroy event, this is done by host. Broadcast message only when it is necessary, such as announcing the name of the peer and the item collected.

    Furthermore, do not use create/destroy/spawn event in peer and common, these are restrictively host only event, whatever happen in peer will not be synced, unless you communicate the changes, which is unrecommended because you adding burden to the host.

    I haven't looked at the capx, I'll look at it if I have some time later today.

  • Whatever you're doing there, you should follow the bug reporting format.

  • DuckfaceNinja is lightyears ahead of everyone when it comes to multiplayer. Whatever he says, he has good reason for saying it. So go with his expertise

    Well I wouldn't say I'm ahead of anybody in terms of MP, it might be true that I'm using it more and longer than anybody else, given the complexity of my project

    I already have some host/peer running, but I'll need to start measuring bandwidth requirements...

    think you might want to hold out on that thought first, because I don't think it is helpful to measure anything without actually seeing the actual data comes in/out. I think the best practice is to always build your events by considering network load in mind, especially the host. There are things that you can let the peer to process instead of host, so prioritize the logic but for a start, let the host do all the logic first until you have good grasp on which logic can be leveraged.

    If you want to measure your bandwidth, you might want to avoid mistake I did in human error.

  • steam tools could be treated in the same way; without approval you can't get it.

    Why would we need approval to get it? I don't understand... Nintendo did it probably to protect their store from getting flooded with shovelware, which they are consistently emphasize on quality, while imposing no fees on developers, am I right? Steam already does this with the greenlight fee, am I missing something?

  • I think this is not a bug, this the popular power of the 2 problem, I believe this is applicable in all tile based plugin. Get your dimension in the power of 2, see if that helps.

  • Oh, that's interesting ! So if I understand correctly, you would have 1 host handling multiple peers in parallel, by storing and managing the data related to each individual game session in arrays (or other suitable data structures)

    Yes, you got it right. The only pain is the data structure, I'm certain that it would be one hell of a job to do.

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