Bl4ckSh33p's Forum Posts

  • OMG! I think I found the problem. I forgot to destroy the objects when you are the peer. It seems to work now but the size/scale of objects is not synced.

    I reduced the object size on the host to make it fit better into the UI but on the peers the synced objects are all much bigger.

  • Hi. I used the Sync Object on Start of Layout to sync some objects and their instance variables. To make it work all synced objects are destroyed on the peers and then recreated by the host. This works fine so far BUT all ojects on the peer appear in the wrong (original) size and dont have the reduced sice from the Host. I tried syncing positon + angle but it seems the scale/size is not synced. Can't you resize objects which are synced?

  • The URL was removed.

    How did you fix it?

  • Hi. I think I saw an example of this in the past. It was a combination of "is overlapping" and some comparisions about position and size of the objects.

    After searching I found this:

    It uses on collision as workaround. But there was another example I cannot find right now. :/

  • Hi. How did you change the animation/frame to get the effect?

    The first thing that comes to my mind is a simple "on collision" when the player is on the object and an inverted event for setting it back to normal. Or "Is overlapping at offset" (which would be a few pixels above) could work. But I never used this event so I cant tell if this will work for sure.

  • Ooops! Sorry, I used the wrong event for left and right. Did you notice the green arrow in front of the Touch icon? This means its only executed once but the player should continue to move as long as you touch the direction arrow. Please try to change it to "Is touching object", then it should work.

    Just doubleclick it, then click "Back", select "Is touching object" and then confirm with the "Done" button.

  • The example just uses the Bullet behavior with "Bounce off solids" enabled, right?

  • Hi. I talked to someone with a similar problem and he used Boardcast message to send data and variables and it seems to work fine for him.

    Is the "Sync Variable" action (initialized on Startup) only working for the player object or should it work with all objects?

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  • Hi. Did you try different textfile encodings like UTF8 or ANSI? Maybe this will fix it.

    Or maybe you have to add a line to the HTML header to use the proper text encoding.

    <meta http-equiv="content-type" content="text/html; charset=utf-8">[/code:2y0xe0ct]
  • Hi. With this basic action the player always runs left when you touch the sprite4 object. Dont forget to disable "Default controls" in the behavior properties (left).

    If you want the cross to work for 4 directions I would split it into 4 seperate parts or put an invisible "hotspot" object (I think it works if you put an TiledBackground with DefaultVisibility to Invisible) above each direction and then add an action for each of the hotspot objectc. So you can have one "Simulate pressing X" for each direction.

    /update: Just tried it and it works with invisible objects.

  • I think helekopeter means the new plugin from the beta build, right?

    I did not have a chance to test it yet but it would be great if the user could add his own soundfiles/soundtrack/playlist with this.

  • Awesome!

    Very nice second trailer.

  • Looks nice. Just voted on Steam.

  • Hi! I just searched for multiple rooms and found this topic. I wanted to create a "lobby" where all players are for matchmaking purposes to find other players even if they are currently in singleplayer mode so you dont have to wait a long time in a "waiting for other player" screen. But when I put all players (like in the MMO example above) in one HUGE room is it still possible to connect only a few of them (e.g. for joining a dungeon group) and only these players are sent there (on a new layout)?

    I just started to work with the MP plugin but I thought you need to have all players of an active game session in a "room" but if hundreds of players are all in one room how can you let only pairs of 2 or 4 play together?

    btw: If you create an MMO(styled) game with hundreds of players in one room and everyone is constantly sending updates about locations (everyone can be on different layouts/zones, right?) and what they are doing/casting will this work without much lag?

  • Nice. Its good for people who dont want a big CMS or dont need one.

    I use something similar from Jimdo. Only minimal ads for a great free website.