DuckfaceNinja's Recent Forum Activity

  • Is this a multiplayer problem? Your title say so, if it is, it is impossible to tell what went wrong. I can only speculate you did not sync the dragdrop state or you did not setup the setbit/getbit for drag drop.

  • Use spritefont, and reserve a character/symbol for the smilies, however you need to decode the text upon entered/received. I'm not sure if there's a better way to do it.

  • Did you sync the backpack? If yes, you shouldn't do that, you're wasting bandwidth. Use send message to pin/unpin the backpack, this will guarantee pin point accuracy in placing the backpack. All dependent object should be dependent to "main referenced position", not independently synced position.

  • What about enemies that are spawned randomly? Will they position on the 3D array somehow too?

    You have to assign the array's z-index to the instance variable of the spawned enemies. As I told you, doing this by array is very advanced, use container if you are unsure how to tackle the array.

  • Thanks. That's what I was trying to do with the Index variable. That variable is different for each object type and I was attempting to pick the object to spawn by using that variable. Can you help explain why my condition to pick the object isn't working? I have checked the variable in my test runs and the ItemIndex variable is filled correctly, but it isn't picking the object with the corresponding Index value.

    Ah my bad. I forgot that you can't pick an object that is not created yet. I think you have no choice other than using an "if" for each family member.

    I think it could be a good suggestion to Ashley to introduce FID (family ID) into C2. This will enable object creation control in the family.

  • Well, an action RPG has at least from 20 to 100 enemies. Having an array for each of them is even worse than making a clutter out of instance variables. And I haven't heard anything about Instance Arrays. Is there such a thing?

    Yes you can do this with a container.

    The other method is, if you currently use 2D array, you can make use of 3D array, it should do the same thing, however this will be quite advanced in a way when you manipulate the array.

  • Aaaugh! My eyes! My BRAIN! Pain!

    I mean, thank you, but, I don't understand a thing. :/

    Too bad nobody can shove "understanding" into your brain except yourself and manual is your girlfriend, play with her.

    This technique is usable when you want to simplify/automate thing much further than array, I used this whenever I come across irregular data size and array can't do this without serious logic in place, tokenat simplifies it. Maybe you have to look at array first before using the tokenat method.

  • Use tokenat.

    Example: vartext=zombie#9_poisoned#8_bighead#7

    tokenat(tokenat(vartext,0,"_"),0,"#") = zombie

    tokenat(tokenat(vartext,0,"_"),1,"#") = 9

    tokenat(tokenat(vartext,1,"_"),0,"#") = poisoned

    tokenat(tokenat(vartext,1,"_"),1,"#") = 8

    tokenat(tokenat(vartext,2,"_"),0,"#") = bighead

    tokenat(tokenat(vartext,2,"_"),1,"#") = 7

    I used this a lot in my multiplayer CCG and extremely useful in simplifying communication, except that I'm doing it on a bigger scale, which involves 450x46 array. It might seem it will increase the number of event you have to write, but in my case, it reduces amount of event and let me to make a very "compact" loop.

    Have fun

  • Or you can create an instance variable for the family and create FID (family ID) then give a condition which choose the specific FID to be spawn.

  • In a game context, I think the largest message I ever transferred are json array. How do you intend to use MP anyway?

  • I am exploring Multiplayer features and hence several questions...As I find answers, I am very excited about the potential it has...Please bear with me...

    My question is - Is there any limit on the size of multiplayer.message? I converted sprite image to base64 image string and sent it as a message...Good news is that it works for images upto the size of upto 300px by 300px (around 13kb size) or so...However when I try to send something like 60kb size (600px by 600px) a strange thing happens - Multiplayer kicks the peer out! OR the message is not received at the peer side forever...Could you please tell me how this can be circumvented OR what is the limitation on messaging size/feature? BTW, I am sending the message from host only after "On image URL loaded" condition...I know that this is async on host...but isnt supposed to send the message to peer anyway whenver that happens on host? And why it is that sometimes the peer gets kicked out?

    Thanks....

    That would depends on the limit of packet size, I'm not sure what is the packet size limit for webrtc, but I'm assuming 64kb. I don't think sending pictures in MP is a good idea and is not what it was built for. I would understand if this involve custom player avatar transfer, but the avatar shouldn't be that big. Furthermore, this is very bad bandwidth management, I suggest look for other method of loading image.

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  • Is this yours? What a cool finding!

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DuckfaceNinja

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