GenkiGenga's Forum Posts

  • Ahh thanks lennaert,

    While it isn't suitable for me to use in my current project, you did give me an idea. I am skipping the lobby so I now just send a max peer variable to all players connected and get the all to rejoin the game if the host wants to start before the built in max limit has been reached.

    Cheers.

  • Problem Description

    Peer to peer multiplayer connection between an android device running chrome and PC doesn't seem to be working properly. Android to Android is fine and PC to PC is fine. What happens is a connection is made but then after a few seconds the peer is kicked.

    The ghost shooter demo hosted by your server is working fine.

    Attach a Capx

    Can be seen by using the real time example template (ghost shooter).

    Description of Capx

    ____ Concise description of what this CapX does ____

    Steps to Reproduce Bug

    • Step 1 Make the host connection either a PC or android device.
    • Step 2 Connect with the other.

    Observed Result

    The drop should occur within seconds of connecting.

    Expected Result

    The last time I checked (maybe a month ago) I was able to connect between android and PC without issue.

    Affected Browsers

    • Chrome: (YES)

    Operating System and Service Pack

    windows 7 64 bit Service pack 1

    Construct 2 Version ID

    r207

  • Colludium What is it about Mario that you think is impossible to achieve with events?

    The phsyics behaviour isn't great (this is especially true if you are making a mobile game) because it is taxing on the system and very easy to misuse. I try and steer clear of it to be honest. But to say you couldn't create your own physics with events is not true.

    Normally I stay away from these type of topics because I know that people come into it with their own frustrations and I am not trying to make enemies. Please know that I only have good intentions in calling you out.

  • Ruskul Sorry I didn't mean to avoid your points I just started to write the post before you added that in .

    I get what you are saying but in my opinion your problem relates to how you think about game design in general. I'm not saying you are doing something wrong (you seem very knowledgeable), I am just saying where you have trained yourself to think in code - I think in events instead.

    It is true that you can't make a perfect replication of mario with platformer + solid behaviour alone, the behaviours are lacking if you think about it that way. My point is though that the behaviours haven't been designed to allow you to make mario with only the platformer and solid behaviour. If they were then we would be stepping into cookie cutter land. When I build games I use the behaviours if they will save me time but I go into it knowing the limits (and when I reach them I just fill the gap with custom events).

    I agree that it's not always a simple process of porting over existing code to a new project (I mean it's not hard, it is just tedious at times). This could be lessened by being consistent with template object names (for example the player object is always called player etc).

    I think we are comparing apples and oranges, for me the event system beats traditional coding in terms of speed and ease of use. Again, just my opinion but I think once you are more familiar with the event system you would feel the same.

    Maybe Mario would be a good start for a community template.

  • Let me start by saying it is not my intention to be antagonistic, quite the opposite. I personally find the event system to be liberating and am all for helping others see the light. I would much rather Ashley and co focused on adding features that can't be achieved with events rather than spending additional time working on tweaking the built in behaviours (especially as they have been designed for general purposes).

    Ethan, what troubles are you having making TBS games just relying on events alone? I wouldn't say that the event system doesn't lend itself to that style of game.

    Tokinsom, what genres of 2d games are missing that couldn't be handled with events? Also who is frowning upon event based logic replacing behaviors?

    What I see happening is that people who go down this road will sometimes run into problems and are just not willing to share the project to be debugged (probably because of the time it took to put it together in the first place OR because they would rather it not be open to prevent others making similar games).

    Modularity is great and all but do we really need to wait for C3 to create event based behaviours to share with others? I am willing to help if others want to get in on a community effort.

  • Hey lennaert , did you end up finding a work around for this?

  • Hey Jared,

    break it down to just the cup and the table and post it here and I will fix it for you (unless someone else gets to it first ). It should be a good example for others to learn from too.

  • Hey Ash,

    you could compare the Y value of the object colliding when the event triggers, If the object is above a certain height then proceed with the action, if not then nothing will happen.

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  • Nicely done elias, looking forward to a demo.

  • Looks great snake, some nightcrawler-like teleport effects would take it to the next level.

  • Sorry for bumping this after so long but I am currently building a simple peer-to-peer card game for a client for up to 5 players at once (using Auto-join for simplicity) and have run into this issue. I can't see any way for the host to set the room limit on the fly or to lock the game before the max players has been reached.

    I really need the host to be able to set the game as locked or unlocked on the fly because:

    -I don't want any extra players to be able to join once the host decides to start the game (game may not be full).

    -My players don't want to spectate, they would rather join a free game instead.

    -At the end of a game/round the host may want to allow players to join again.

    If this can already be done I would appreciate it if someone could fill me in. If not, any chance of having this included in the next beta please Ashley?

  • Nice mood, I like the effects you have used and the art style is cool. Keep it up.

  • Hey Psi, sorry to see a lot of criticism on a project you have worked on for a long time. I know the feeling, but it is good to see you are willing to make changes to improve it. I'm sure it will be for the best.

    Everyone has their own opinion of course but I like the original graphic style and think you should stick with it. The 80's comic book look is your point of difference, if you redid it with proper pixel art you would lose the nostalgia aspect and the heart of the game imo.

    I won't nitpick, but there are 2 big issues that stick out when i watch the video. The first is the screen size.

    As a beat-em-up game, I personally would like *at least* this much extra space on the screen to be able to navigate through enemies and plan my moves instead of just reacting to whatever pops on the screen (might need to widen the browser a bit to see the full image).

    The second thing is how your hero carries herself (pose and animations). You can tell a lot about someone by the way they stand and move. Most of the time she is slightly bent forward which to me portrays anger and generally isn't a flattering position for her. Why is this important? Well, this is very sexist but I feel like she should move more elegantly/gracefully. To be more specific, she should move in poses that accentuate her features and make her look sexy (especially since she is outfitted with a skin tight costume instead of armour that is designed to be functional).

    Straighten up her back to have her in positions that convey confidence. When animating, it might help you to select a strong pose like an attack position (the point of impact for example) and work backwards bringing her to the idle position. Change the running animation to a walk (keeping the back straight for the majority of the cycle), this would suit the speed she moves at much better in my opinion.

    Again, all just my opinion, for the most part I think you have a great project and wish you the best of luck moving forward.

  • Once you have enough rep you can PM if you like but it would be better if you can strip your game down to the base elements showing the problem for all to see, that way when it is fixed others looking up a similar problem can find a solution too.

  • Hey Bobcool15,

    Take a look in the manual for the section on instance variables.

    Basically, you can give objects extra values called instance variables. Once your player collides with an obstacle you can check if any of those fields are filled and if so, apply the effect.

    Here is a small example.

    https://db.tt/qfrRkhUv