Taser's Recent Forum Activity

  • > lennaert

    > Oh excuse me I didn't know we had an online SAS comment section bad ass here.

    > Maybe you can make a tutorial on how to be a witty douche to people making jokes.

    >

    >

    Hit a nerf aye ....

    Put That in an endless loop and you'll get a nervous breakdown.

    LOL!!!! " Hit a nerf "

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  • lennaert

    Oh excuse me I didn't know we had an online SAS comment section bad ass here.

    Maybe you can make a tutorial on how to be a witty douche to people making jokes.

    Anonnymitet

    Yes bro I know why it happens. Honestly it's super simple and I just thought it was funny.

  • I ran into this and laughed a little.

    Make a sprite then make these events.

    For Each Sprite > Sprite Spawn a Sprite.

    Then just watch your computer just bug out.

  • Figured it out (kinda)

    Basically when a multiplayer message is being sent it has to be converted into a global value first.

    Very weird.

    But honestly thank you so much for all your help. With this I'm 70% done with my game and I'll pm you a key If I get green lighted.

  • No it didn't, I think I might of ran into some bug. I'm not new at all and this concept I've done a few hundred times that's why this is so strange. I'll report back anything I find. Thank you for your help.

  • hmmm It would seem that there was a dupe of the items but it only happens once at the start of the game. Very strange that it doesn't repeat it's self.

  • Yeah that's what I'm saying it's created from the host side then sync'd to spawn on the peer side.

    But when I go to destroy it on the host side it still remains on the peer side this is the weirdest bug or logic break I've ever had.

  • Object ball is sync'd

    Peer sends message to host to destroy the ball.

    Host Side:

    Ball is destroyed.

    Peer Side:

    Ball is NOT destroyed.

    Doesn't the host handle all the objects in the game? Shouldn't when the object that is sync'd when destroyed by the host update to all peers that the objects has been removed?

  • First off thank you so much oosyrag for all your help.

    This is what I got so far,

    FROM PEER

    On left mouse button down.

    Send message to host str(value1|value2)

    ON HOST SIDE

    on peer message > set global value to multiplayer message.

    set text to global value

    Error prints out " 1 "

    But should so 1 = value 1 5 = value 2

    What's wrong with this?

  • Could you possibly show me how you would separate them two values?

    I can send the message but I keep having a problem with converting strings to values.

    So it's kinda like it gets sent but then you end up with multiplayer message so the tokenat thing isn't really working out how I would of liked it to.

  • Let's keep it simple,

    I have two values,

    Value X and Value Y

    Value X and Y can both be any number possible so we don't know how long the value will be.

    X= ? Y = ?

    Now we want to send Value X and Value Y as a message to the host in the multiplayer plugin.

    So I ask you, How do we figure out where Value X ends and where Value Y begins?

  • No you're going about this wrong.

    Stopping to attack

    _________________________

    On Right Arrow Pressed > Move Character

    X On Left Mouse Button Down > Set Animation " Walk "

    _________________________

    Attacking while running

    _________________________

    On Right Arrow Pressed > Move Character

    On Left Mouse Button Down > Set Animation " Walk_Attack"

    ________________________

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Taser

Member since 23 Mar, 2014

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