DuckfaceNinja's Recent Forum Activity

  • I'm making a tcg/ccg multiplayer game, growing up playing yugioh and pokemontcg makes this genre kind of a dream game to make for me.

    I'm still working on the logic and data management because this part is the hardest thing I've ever worked on.

    In the end it's up to people whether they're looking for making money out of game or making their dream game. I'm the latter.

  • I don't think there's any difference at all between the two, but theoretically the second one is using less loop. Personally I'd go for the 2nd one, because it is easier to read.

  • Changing layout will cause your object to be destroyed on layout change. You need the objects to be global to ensure it works properly. https://www.scirra.com/forum/viewtopic.php?f=147&t=118237

  • The loopindex was reset because of the wait is the finished in other tick. The loopindex is cumulative only in the same tick, which works exactly like a local variable.

    To get the intended result, you need to store the loopindex in a static variable.

  • I need to bump this one. I'm still unable to use multiplayer, it only works if I'm using C2 examples (chat, pong etc) but if I change "GAME_NAME" to something different then I can't or others can't connect to me

    My ISP used to block me from P2P connection, (cheap internet with quota package). For me using google DNS remedied the issue, I never been happier. I think you should try this, there's nothing to loose anyway. Now I changed ISP by using unmetered broadband, no P2P block anymore.

    EDIT: when I read again, I think P2P connection might not be your issue at all. That is simply weird

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  • I haven't install r186 yet, but there is no MP changes or addition in the log, I don't think it has anything to do with signal server.

  • I still don't understand why 0=<opacity=<99 work while opacity 100 don't. I still think there's a bug, unless there's an explanation for that.

    If force own texture is a must, then the example should be updated Ashley .

  • C-7 I'm not familiar with twitch but I found this link on reddit and I think it's a great directory to get audiences and stir up interest on you game.

  • VIDEO > https://www.dropbox.com/s/jd0l58t5rzyh9 ... 7.mp4?dl=0

    Wow that is soooo cool.

    Now I feel a sudden urge to make a pokemon-like game with mode7, with moving pokemon around the battlefield.

    *mission mid 2015* <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • +1

  • it moves aroudn way to fast, like its stuttering (see also attached capx, maybe you guys meant it otherwise then i implemented it [mousewheel to change parameter for duckfaceninja's solution])

    You have to tweak them to get realistic movement. Kind of hard to explain, look at capx attached. You have to tweak the parameters to get the movement you satisfy with.

    [attachment=0:1bhu81ys][/attachment:1bhu81ys]

  • I guess one way to do it would be to make two variables

    MouseYdeviation

    MouseXdeviation

    Every tick set mouseYdeviation : MouseYdeviation+choose(-3,-2,-1,1,2,3)

    Every tick set mouseXdeviation : MouseXdeviation+choose(-3,-2,-1,1,2,3)

    And set the crosshair to mouse.x+MouseXdeviation , mouse.y+MouseYdeviation

    Maybe using clamp to prevent it from deviating too much..

    Improvisation from this, if you use lerp, you'll get realistic unsteady hold of a rifle/gun.

    [condition: Every tick][action: set crosshair position to lerp(mouse.x, mouse.x+choose(-3,-2,-1,1,2,3), steadinessParameter)][action: set crosshair position to lerp(mouse.y, mouse.y+choose(-3,-2,-1,1,2,3), steadinessParameter)]variable steadinessParameter = 0.75 <--- responsive  but unsteady control
    variable steadinessParameter = 0.25 <--- unresponsive but steadier control[/code:334wjsa1]
    The idea is the bigger the number (0<steadinessParameter<1) the better the feel of controlling the rifle. Using carp and cubic will give the desired effect but different movement pattern.
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DuckfaceNinja

Member since 28 Nov, 2013

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