GeorgeZaharia's Recent Forum Activity

  • take a look at the pin behavior rope style .. and youl have to search for the snake arcade game to see the code for adding stuff at end...

  • Is this not a bug? Does anyone from Scirra even read this posts? It's been a week now and no one reponded. Isn't my description of the "bug" detailed enough?

    there is no problem on my side.. both of them scrolls perfect... there is a slight miss alignment of the background but that can be fixed i think from the project.. the rest i see works perfect .. it may be ur browsers. since u encountered it and it may be stuck in the cache. try eliminating cache on your browsers and retest them.. there is no issue here ....

    for the clicking before press any key maybe be because the game is in pause mode or smth.. it also maybe cause of the firefox itself.. they are consistently upgrading.. regardless of google (which forgot to update lately)

    as for IE who uses it anymore?

  • Yeah!

    There is always angry users, like: this game is s... so I had just curiosity about that topic

    I think it's not a good idea to reply to them, like lower to their level :/

    having a troll reviews isn't always a bad thing.. if you got a troll review... the guy who made it... either dident felt right in that moment... so he disliked ur app.. just cause... ehhrghhh.. he felt like it...

    however answering to it... depends where u having the app.. if the community on the store.. is active. answering it may make ur app go viral... by sharing trough other people... interest in funny things... however can also blam ur app.. its ur decision in the end...

  • why u using speed to change angle of motion which bullet behavior has.... on x pressed set angle of motion to 0 on z pressed set angle of motion to 180 that way only the movement direction will change.. and not the actor angle if you have the set angle deselected... its not a bug ... its wrong using of the variables..

  • Problem Description

    Observed Result

    Sprite inverts it's direction when X is pressed.

    Expected Result

    Sprite should only move to the Left, repeatedly setting the speed to a negative number should not change the movement once the sprite is moving.

    not a bug! ....

    steps to fix it... click on your project object.. in the left side... on the object properties you have under bounce of solids set angle... if youl deselect that... your problem is solved Construct2 works like that from beginning! if u want ur angle of the character to change with the movement to be facing right direction u have to set its default angle to the first direction will move that is 180 having the set angle set to yes

    i wold upload u the fixed capx.. but im using r208 ..

  • Newer members don't get access to public links with Dropbox now, or so i've heard. Maybe that's your issue (and it's also why my link is different as I've been with them quite a while).

    Maybe try a different free hosting - they are quite prevalent.

    Also, since you've seen it working now, I'm going to delete it from my Dropbox account. I need the room!

    not true... anyone can view a dropbox link as long as they have an account... and u cannot host a html5 via dropbox if you dont have premium account from dropbox.... same goes for google drive

  • you wold also have to create a check list for each animation if animation is playing b1 choose("B2","B3","B4","B5") etc and when ur animation is on B1or ,b2,b3,b4,b5 not to get the same animation again and to create the glitch where its going to pick itself!

  • Here I solved it for you, only required some smart tweaking of event 72.

    The idea behind it:

    all peers synch their lookx looky, when a peer is holding down the mouse it will update its targetx, targety, used for movement. When you let go it takes it current self.x self.y and sets that as targetx targety, making the player stop.

    The host determines the actual movement while the peer is trying to force its own, these combined leave you with a somewhat smoother mechanic.

    https://dl.dropboxusercontent.com/u/713 ... ement.capx

    ah yes now makes sense, i was trying to use the actual mouse and update the movement, but then LookAtx is the same ... hah that was simple...

    ... im just frustrating myself with overwork but i now understand better how the multiplayer synching works thanks man ! love ya!

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  • Basically, this..

    http://stackoverflow.com/questions/1904 ... ansparency

    Also, another need for this is the ability to create skyboxes. If I have two scenes, I could have the skybox rendered first in one scene, and then render the other scene.

    sorry man i have no clue what you are meaning by skyboxes, or what the link is about im a newbie as you are also when comes to threejs and q3d you may be able to find some proper answers here. really sorry i cant understand what you actually want to create maybe a more graphical example of what you want to do will help me understand better. but then i think its not possible to explain it in a graphical way, for the things you want to recreate.

  • Can anyone explain to me how to create multiple scenes, pick them, add objects to a specific scene and render them manually? I'm looking to render one scene over another.

    do you have an example of what actually you want to do? cause what you said there its not actually easy to do..

  • The peer its targetx , targety are not known on the host, nor synched, nor transmitted.

    Hence the host never fires the events for peer related movement in event 75.

    I would try and add a mouse button clicked (getbit on host's end) to grab the current lookx and looky and set those as targetx and targety. (would prevent synching more variables)

    Also, the movement related bit on event 75 is run under a Multiplayer.MyID, that will never fire on the hosts end for other peers, it would need to be in a loop for all peers and host.

    thanks for reply

    i know they are not synched the problem is, that the host is updating his movement and i can see it move on other peer browser

    the peer however doesn't update movement, cause i dident added it to.. sincerely i dont even know how... it does not make any sense at all.. i cant really tell why the events are working for host, even though the event sheet it can act as common, since picks each individual peer or no peer by checking multiplayer.myid that means all players no matter host or peer will have same event sheet based on the commented events lines.

    doesn't really matter if i place them into the common group or not, cause the code is separated i can place it even outside the groups it will still have the issue of updating the current and old position of the peer, that seems to be having some problems cause of the testfire events, where there are some local variables that are stored when players start firing ... and updated .... hmm... so in my case i tried remove them, or even adapt them to the click for the movement they still dont acts as they should. any suggestions? the weird part is that the peer does move when you first log as peer and click on a range of 200 pixels, then after he moved and reached the destination, he stops moving, and yes its not updating his position so others can see... i know

  • hey.. doing this multiplayer thing, i added 2 new variables to save the mouse click destination target x and y and a boolean to trigger the movement, on the default multiplayer example, now the host moves and updates perfect by default dident had to do really nothing to him, the problem is the peer, is moving at the first click towards destination of mouse where was pressed but then starts wobbling and if u click again wont move, its weird, cause its taking the movement for each individual peer id, just something keeps him pinned, not sure what..... anyone can help? much appreciated, you can take a look at the code bellow, the new movement for mouse is between big comments in host group

    download Capx if you can help with an edit is cool if not a post about the issue its ok thanks !

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GeorgeZaharia

Member since 30 Jun, 2014

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