DuckfaceNinja's Recent Forum Activity

  • This forum has a lot of beginners and people who are new to game development, it would be ethical if you remove your blog link or amend the terminology as quick as possible. This can cause misleading idea on C2, I'm sure you don't want to do this to beginner, it can cause snowballing effect.

    Note on the "tile" terminology, I think it would be much helpful if you don't force the term that is accepted outside C2 onto the community, because it is fairly established here that "tile" is referenced to tile background and tilemaps. For "sprite", people would just call it animation or just sprite. Use of terminology would certainly change, if you found something confusing, you should be requesting for terminology amendment from Ashley, not to use them to make your point.

    I agree with shinkan, experienced users might laugh at the mishap, but misleading beginners is a bigger concern. This is a serious suggestion, I'm not joking.

  • I remember doing animation requires some trigger, I may be wrong, but IIRC I think I make use of "send message" to trigger animation change.

    I haven't tried changing animation by instance variable condition, but theoretically it should work. Anyway I'm not sure the best way to create trigger for instance variable change, maybe "compare instance variable" with "trigger once" will work.

  • But what are the real advantages of the Tilemap object?

    It will make dungeon generator much easy, you can manage your tiling by array, etc. This will also let you to provide user-modded mapping much easier. In short, it made what you did less painful and easier to maintain.

    It looks more complicated.

    It simplify what you did.

    My experience with tile maps and sprite sheets is that the terms are often used interchangeably in the game industry but I could always be wrong.

    In C2, sprite sheet is the compiled tile of sprite animation, I think.

  • There is a workaround suggested there, try what DUTOIT suggested in the second page. I think the problem revolves around cpu speed, as I never had this problem again in my new laptop, it only happen in the old one.

    I'm noticing a pattern actually, this happens only on win7 64 bit so far....

    I don't see the dialog that is shown in the other thread.

    The dialog can be inconsistent sometimes, sometime the pc can freeze without anything popped up, or the entire windows just freeze.

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  • Bob Thulfram this is not tilemaps... this is sprite.

    In tilemap, you can't even access the animation.

  • Thanks but there is just one problem your copy is verison 183 and mine is 173 how do i fix this?

    Download r183 at the bottom of this page.

  • Can't really tell by the screenshot. Have you sync your instance variable?

  • No idea what you just said but it sounds awesome!! In English does this mean we're getting a plugin?

    Not yet, we gotta watch for node.js 0.11 stable to be release for Ashley to have a shot at it.

  • I'm trying to stand out and want people to know me more.

    I actually felt sorry for you because people know you the wrong way because of what you did.

    Well anybody can start over, so if you think helping out people technically is too much undertaking for you, there's always another way. Since you want to be a better presence in the forum, I would like to suggest you take a playtester role in the forum. Play games that the community has produced, play it hard, gives constructive feedbacks and review(I've seen you're doing this, do it more!). One thing I noticed in this forum is the lack of playtester who really plays it hard, we rarely have anybody under 18 who has a lot of free time at disposal, this should be your thing instead of random posts! Honest feedback on games and constructive review is one of the thing you can do to contribute "quality"content. Cheers!

  • I think this conversation is better continued here instead of the original place.

    Read this with tone: I demand a tutorial on multiplayer from you

    Seriously, this is awesome.

    I have the hosts screen be the game (pc screen / tv screen etc) and peers screens (mobile/tablet) are the analog controllers. My kid thinks its pretty fun. Still ironing out the kinks though. But love the multiplayer plugin. Damn hard sometimes, but very cool.

    I enjoyed your proccess... taught me a few things

    I do have plan to create some tutorial, but I found that it requires a rather long explanation that my draft never been finished because I was too occupied with my current project as I am currently very productive at it. Probably I should be doing it in series instead, once I hit another wall of problem, to occupied procrastinated time .

    The idea on PCscreen+2mobile control idea is BLOODY AWESOME IDEA! I love the fact that this is actually open up another possibility of exploiting C2 MP. Imagine street fighter or mortal combat or tekken skills executed based on gesture on touch screen and in mobile! This is one of the thing that makes webrtc triumph over other existing method (like socket.io). *hint *hint doing 10000 players playing pokemon is possible with C2 afterall . I'll keep this is mind for future projects, thanks a bunch on the idea though!

    Some note on the process I used, there are more to it actually. Using the same process flow, you can implement "host's load balancing", automated instance dungeon creation, and "remote browser controller" as the game master which you can access from your pc instead of remote desktop connection into the server.

  • jyoiru

    Form my experience, there are 2 ways to approach card game CCG/TCG in C2.

    The easier one is by using instance variable on all card instance object, this method is very useful for CCG with small mechanic and small number of effective stats. This is great if your CCG mechanic is simple and for single player. However this is very difficult to handle in multiplayer because this will require host (if logic is server side) to contain the object peer have, and handling the "display" state would be confusing and difficult to be consistent.

    The harder one is by data management through array, this method allows limitless possibility on mechanic, it can go as crazy as your imagination goes. For single player, this requires more complex event system and proven to use significantly larger number of events compared to the first method above. However, this is the better way to handle CCG in C2, because server side will handle all state in array and the advantage is the serverhost can be very simple because it's doesn't use anything visual and furthermore, you're handling much less object which is desirable.

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DuckfaceNinja

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