oosyrag's Forum Posts

  • Two ways

    A: Use the sync action - Create the object on the host, and the object will be created and updated for all peers. Peers do not create or otherwise manipulate these objects. Peers should instead tell the host what they want to do, and the host will do it for them (either via messages or send input state action).

    B: Don't use the sync action - Use messages to tell the host (and have the host relay to all other peers) what has been done. Each peer creates/makes changes the objects on their own locally, based on direct input and received messages.

  • Sync object

    Automatically sync an object. The host sends information about synced objects to peers. This is one-way transmission; peers sync with what is happening on the host.

    If you are using sync with an authoritative host, peers will only send their inputs to the host. Have your peers tell the host what they are doing or want to do by sending a message. The host will move all synced objects based on these messages/inputs, and thus update the object for itself and all the peers.

    Local input prediction, lag compensation, and interpolation will be not applicable to your game, since it is turn based.

    Alternatively, if you don't need an authoritative host, simply have each peer and host relay their actions to each other via messages, and update the game state on each peer/host individually. Make sure messages are set to reliable ordered, and make sure host and peers utilize the same set of events to update the game state to keep everyone synced. Do not use the built in sync object feature in this case.

  • Basically there is no built in functionality to get the current window size. The intention is use best practice scaling modes to support different aspect ratios, since you have no control over the window size of the end user. There shouldn't be any case where resizing your visible viewport to whatever the window size is is superior (this would basically be like using a huge viewport, and no scale mode.

    This article may help, in case you haven't seen it yet. construct.net/en/tutorials/supporting-multiple-screen-17

  • I can't open your capx with plugins.

    Probably just a timing issue, you can adjust the lerp parameters.

  • Will need to see your project to troubleshoot. I'm guessing you have some event running every tick that shouldn't be.

  • Try looking up the GitHub API.

    You might be able to do something with iframes as well.

  • softwareengineering.stackexchange.com/questions/86863/how-are-minimum-system-requirements-determined

    Alternatively, find a game similar to yours and copy their requirements.

  • dropbox.com/s/utr7vnkx9ldzzdx/dramaticzoomexample.capx

    When doing actions over time, use a timer behavior. For smooth motion, you want to use lerp.

    Construct 3 has a new Tween plugin that makes this sort of action easier to accomplish.

    What I'm doing here is using lerp between two points, using the time elapsed over total time as my progress amount.

    If you want the effect to happen before the object actually collides, you can use an invisible helper object that is pinned ahead of the bullet to trigger the effect instead.

  • You set the animation to the message contents, but then immediately change it back to whatever Self.Ani is.

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  • The end trigger does work. Did you check the example?

  • Works as you expect. See example dropbox.com/s/o6zzm9z5hmhfez2/elseexample.c3p

    Check each set of your actions to see if they behave as you want them to.

  • Thanks, didn't know there was a bug tracker for the website. The issue seems to have resolved itself though.

  • > What do you need to do with moveto?

    Move player invisible to X,Y position (multiple times when playing the game) and when player arrived the player becomes visible again and platform behavior has to be set back on, but have try it with tween behavior but it works stupid, when almost arrived it takes forever before it's at X,Y and the on tween finished don't work at all.

    Piss me really off that so many customers want simple Go To behavior and that we just get ignored.

    Here is an example for you.

    dropbox.com/s/jx9kfl2pfohgx2x/tweenexample.c3p

    Tween does what you need to do, just named differently. There are some differences between rRx's move to plugin and the tween behavior, but none that would affect the majority of use cases for them.

    Perhaps you should spend less time being pissed off and complaining, and learn how to use what is available instead. Tween IS the simple go to behavior that many customers asked for. Not only did the developers address the community regarding this many times, they actually did make it, so saying you've been ignored is just absurd and ungrateful. Not the best approach when asking someone to do something for you.

  • What do you need to do with moveto?

  • Your message tags are different in these two events.