oosyrag's Forum Posts

  • I found this - http://t-machine.org/index.php/2012/03/ ... etization/

    Rotmg is a bullet hell type game in a MMO setting, with similar projectile mechanics to the kind I'm working with. They made some interesting decisions with the netcode that I don't know if I can duplicate in C2. Don't know if I want to either, as compromises must be made.

    I'm going to research and see if I can find any good articles on Quake netcode, as many Quake weapons are projectile based and not hitscan. Also competitive pvp has different netcode requirements than an MMO, which would influence compromise decisions in different ways.

  • That function is for the SDK for if you are building your own plugin in javascript.

    I'm assuming that is not what you are doing. What you should be using is UID, which you can get from object.uid. This can be stored in an array or variable when you create the object (pushing it to an array will give you the order each one is created in as well).

    Otherwise, the shortcut to use IID is to reference the newest instance of an object in an expression by object(-1).expression.

    You generally never need to know to know what the IID of any specific object is, as it can change as objects are destroyed.

    So IID basically is a way to get relative order for expressions - first, second, third, last, next to last, ect. UID useful to pick a specific instance of an object.

  • Thanks gumshoe, those are some excellent articles. I'm mostly familiar with the concepts of authoritative hosts, interpolation, and lag compensation. Ashley's own multiplayer tutorials also cover the concepts and walks through lag compensation for instant hit weapons.

    I'm a bit stuck regarding lag compensation for created objects in particular and working with the multiplayer plugin's object syncing system. If I were to create an object client side instantly upon receiving input to do so (similar to moving a player immediately client side upon input, then correcting position based on host version), the host would also create the object upon receiving the input and sync that object. The peer would then see two created objects instead of syncing the one that the peer already created...

    I'm starting to think I might need to create a "bank" of already synced objects located somewhere off the layout, and just move them around as needed rather than trying to create and destroy them dynamically.

    The other thing I'm thinking is to not sync the projectile objects at all and just have the peer display "phantom" objects as purely visual approximations.

  • Ok here is how I would do it. Remember there are may ways to implement it.

    Basically, you have a variable that you keep appending text to to keep track of what keys are pressed. You'll use expressions to check if the last x characters in this variable match your cheat code then do something.

    I'll add in an event to delete the leftmost character after the variable is x length, so it doesn't keep growing forever.

    https://www.dropbox.com/s/ki12vj9ylgsc3 ... .capx?dl=0

  • The Trigger once condition usually solves repeating sound issues. Of it is not that, a simplified capx of the problem would help to diagnose the issue.

  • Well first you would have to decide how you want the cheat code entered. Is there somewhere a player can type like a text box? Or if they enter the correct sequence any time it will trigger during gameplay? Is there a chat system you already have in place, or maybe a console the player can bring up to enter a code?

  • Push out solids at angle gives you a little more control.

    How fast are your players moving, in terms of how many pixels might they overlap on the collision frame? Also are your players irregular shapes?

    Try testing your game with physics on the target device, you might not even have anything to worry about. Preview over lan is a feature to help you easily test on mobile.

  • For future reference, when you drag them over another tab, you'll see a little cross of icons that kinda looks like a controller d-pad in the middle, drag over that to choose above/below/side/tabbed.

  • My mistake. I would have the host send a message with the relevant peer's index. The peer can then store it in a variable locally to access if necessary. Either do it on request by having the peer send a message requesting the number and the host responds with it, or do it on peer joined have the host send the number and the peer save it.

    Or if peers need to be constantly updated as people leave and join, the host can just broadcast the relevant information regularly via messages.

  • I didn't check if the connection was maintained or if everyone has to reconnect via signaling. If they do stay connected, they will probably retain the same peerids from the original layout. The host can probably keep track of all the peers/peerids in an array and sync/create/assign the objects on the new layout accordingly.

  • Multiplayer.MyID

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  • When working with layouts, you can try including a global event sheet on every layout that sets common parameters On Start of Layout for situations like this.

  • Also you can go to file - preferences, at the bottom of the general tab there is a button to reset all dialogs and bars to default.

  • In your screencap it looks like they are both subevents for something else, did you split the host and peer groups? The message received event needs to be in a peer group,and the host will also need its own action to go to the new layout.

    Here is an example. Tested by previewing and duplicating a couple tabs/windows.

    https://www.dropbox.com/s/sjtjilffjvtdu ... .capx?dl=0

  • Actually sorry that was bad advice. In this case, where you are destroying overlapping objects of the same sprite, UID might not work as well. You want to use Pick Nth instance instead:

    [quote:23lxchy3]Pick Nth instance

    Pick the instance at a given place in the internal list of picked objects. This is most useful used in sub-events to act on separate instances. For example, in a "Sprite collided with Sprite" event, Pick 0th instance and Pick 1st instance can be used to act on each instance involved in the collision separately.

    If all objects are currently picked, this condition can also be used to pick an object by its index ID (IID). For more information, see common features.

    You can pick Nth instance and destroy that instance in a loop until the Sprite collided/overlap with Sprite is no longer true (there is only one instance left).