DuckfaceNinja's Recent Forum Activity

  • tokenat(fi866yiec826ze/W1-1,0,"/") = fi866yiec826ze

    tokenat(fi866yiec826ze/W1-1,1,"/") = W1-1

  • That is one beast of a server. Is there any particular reason that it need such a configuration of GPU? I've never heard of a server needing that kind of GPU to operate..

  • You can make spawned/created object as global. However, for me I would approach it using array all the way and load the data from array into the instance var everytime. This way I can safely destroy object if necessary.

  • Looks cool but I don't know how heavy it is if it is being used in runtime. I'm all in for something like this, but it seems like a big support request.

  • DuckfaceNinja Well let me open them a bit more if I may. true/false are actually values of the "boolean" type. However, Construct2 support for that particular type is quite limited. For example, the getbit() expression return type is number, 0 or 1, when in theory, a bit can only be true or false. But that's alright, since an implicit conversion of a number to a boolean is quite simple : 0 is false, everything else is true. It's also common practice to consider "true" to have a numeric value of 1, hence the creation of global constants of FALSE = 0 and TRUE = 1.

    Thanks! It's good to have knowledge sharing like this every now and then.

  • Lol no wonder I didn't get the situation, I misread the situation haha my bad.

    TRUE expression is probably a global constant with 1 for its value.

    Hah! This is why I like to engage in a discussion, I'd get to learn things! I always assumed TRUE/FALSE is a value, never thought that it is actually a CONSTANT for value 1/0. That opened my eyes!

  • I tried but without success, it seems that

    does not work out of a loop.

    I don't get the total situation here, but have you tried using binary instead of boolean? It is known that boolean is true=1, false=0, but I'm not sure whether it still stay as 1 and 0 in the MP sync, it might return 0 all the way. Don't take my word for it, I just want to suggest using binary instead, as normally used in the official example.

    If the gamepad use sensitive input, it'll probably better sync variable instead.

  • 300 event under a single function?

    Sounds like there is room for improvement there...

    when done right, it should be pretty easy to understand the mechanics

    Nope, in fact I'm closing in into perfection. It's a combination of procedural filteration, array manipulation and producing meaningful multiplayer.message by the end of it to be decoded on client side. I can easily create new skill just by modifying my csv, without programming new skill. It's like creating a "plugin" for card's special skill. I think it is more accurate if I call it engine for special skill.

  • Yes it would, it basically uses the same mechanic but different object. If you made a non-MP top down shooter with AI previously, this should be intuitive enough to figure out.

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  • Hi, I am trying to set monster kills per peer. To do this I think I need to set a variable on the monster object for the last player to hit the monster so when the monsters health hits 0 it takes the last hit variable (players name) and adds a kill to that players kills. I plan on doing this by the following is possible:

    Player left click spawns a bullet, bullet is given a variable Shooter which will be the player that shot it, Bullet collision with monster then transfers the Shooter variable to the monster variable LastHit (Player Name), Monsters health = 0 then Add 1 to kills form LastHit (Player Name)

    Is this or a variation of this possible?

    Thanks

    I think the official shooter MP example shows the exact way to this already. Line64 and line65.

  • Cool thanks.

    Another question, when peers connect they see 2 copies of the hosts player, only one moves and the one that doesn't move can't be seen by the host, any ideas why?

    Thanks

    I speculate that this happen because you did not destroy the default host player on peer side upon joining room as peer. Look at pong example, it shows the simplest way to solve this, for the paddle object.

  • Ahh i am a huge fan of pokemon and yugioh as well. I hope all goes well with the logic, i can imagine it gets complicated having all the variables of leveling up and getting stronger.

    Well, in ccg or tcg, having a level is meaningless and it is just an indicator of progress/experience, and actually it is an easy part.

    Keeping track of current instance value of current active cards is the hard part, and creating a dynamic special skill system is so far the hardest of them all. Having 300 event just under a single function is extremely difficult to control, but through patience I believe I'll get them right at some point.

    My gameplay is just too different from traditional yugioh, pokemontcg, mtg and current trending ccg/tcg gameplay, I think one of the reason of the difficulties understanding my own mechanic .

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