mumu64's Recent Forum Activity

  • Thanks for your reply Dop2000.

    What about if I also export to web? Saving to a folder sounds like a NW.js-characteristic?

  • I have updated the nw.js version of a game.

    I am using local storage to save and load data.

    If I noticed correctly, local storage data from the previous nw.js-version is not available anymore. (the game starts up as if it is the first time, after the update)

    Can you confirm that this happens?

    And if so, what save method do you advise if I would want to ever update the game with an even newer version of nw.js?

    Tagged:

  • I am using the "ghost shooter" multiplayer example and added a layout in between 2 existing layouts as a lobby.

    Layout 1: enter your name.
    Layout 2: lobby to chat
    Layout 3: play the game
    

    When I include layout 2 (chat lobby), some conditions on layout 3 (game) do not work anymore.

    For example "on peer connected" is not triggered on layout 3, because they already connected on layout 2. I think.

    Do you have advice, based on my explanation and attempts below?

    Here are 3 attempts at an example in the "Host Group" where I am trying to find the right condition to replace "on peer connected" with:

    Attempt 1 (My preferred way, but this condition is not triggered)

    on peer connected:

    create object player

    set peerid to multiplayer.peerid

    associate player with peer multiplayer.peerid

    Attempt 2 (this condition is triggered, but if a 3rd player joins it (obviously) does not trigger anymore)

    trigger once:

    create object player

    set peerid to multiplayer.peerid

    associate player with peer multiplayer.peerid

    Attempt 3 (this condition is triggered, but I think without the proper picking)

    trigger once

    Repeat Multiplayer.PeerCount-1 times:

    create object player

    set peerid to multiplayer.peerid

    associate player with peer multiplayer.peerid

    Tagged:

  • My advice is don't let platforms move, and don't use Sync Object because it's unpredictable, unreliable and uncontrollable, learn about online multiplayer design and latency compensation algorithms, and use the "send message" multiplayer action in combination with the binary plugin

    but, that'S like, probably bad advice, sorry.

    Thanks and all advice is good advice. I appreciate the idea you are giving.

  • Make sure that the Platform behavior is turned off by default. Then make sure only the Host enables the platform behavior for everyone's character. You don't want both the Peer and the Host to be controlling movement, only the host

    hi Noah Gengo, a question about this:

    If I disable platform behaviour for the peer, there is no jittering movement, but noticable lag. (because the peer only sees what the host is sending)

    If I enable it on the peer side: the peer sees the player move without lag. But the jittering movement appears when standing on sprite blocks.

    The sprite blocks have a behaviour "jump through".

    And because there is jittering movement, the peer-player on the peer-screen falls through the block, while the peer-player on the host-screen stays on the block.

    Do you have advice on how to fix this?

    (I would like to increase the treshold of the the Jump Through-behaviour, to tell the sprite block: yes, I know the peer-player is jittering vertically, but don't let it fall down! But there is not much to edit.)

  • A calm and cute original puzzle game. Clear stages to unlock the next one. Each stage has its own challenge.

    https://store.steampowered.com/app/1357200/Zeko/

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  • That was the problem causing the jittering, thank you master of multiplayer!

    Everyone reading this: check out Noah Gengo's dynamic fog system. :)

    noah-gengo.itch.io/construct-3-dynamic-fog-system

  • hello!

    When I test locally with 2 browser windows, multiplayer works, but the movement on the peer window is very "jittery".

    Especially with jumping. It doesn't matter if the peer or host jumps, the peer window shows "jittery"-movement on the jumps.

    Smaller detail: also the position is not 1:1 with the host: sprite X sometimes appears on another platform on the peer screen, compared to the host screen.

    My questions are:

    - Do you have experience with this situation and is this "normal"?

    - Do you have an idea to improve this? (should I not use the platform behaviour?)

    Some info:

    I used the multiplayer shooter demo to make this project.

    'Enable local input prediction' is turned on.

    I am using the multiplayer plugin and the player sprite uses the platform behaviour.

  • Thanks for the reply, I wasn't paying attention...

  • In my multiplayer project I have a "host" group and "peer" group. As does the multiplayer example have.

    When I make an event in the host group that says:

    On click: make sprite

    That (synchronised) sprite also appears on the screen of the peer.

    That's good!

    But when I change the event in the host group to:

    Every x seconds: make sprite

    That sprite does not appear on either the host screen nor the peer screen.

    Do you have a suggestion to achieve this? (every x seconds, create a sprite at the screens of the host and the peers)

    Tagged:

  • hello TrimFlwa, I am afraid this is not enough information to help.

    Perhaps what you can do to solve it, is to disable most of your logic and see if it works. Then enable 1 thing, check if it works, enable 1 more thing and so on.

    This might help pinpoint where the problem lies.

  • I believe mouse grid movement is done with (viewed sideways):

    Every tick> sprite: set x to round(Mouse.X/50)*50

    50 = width of the grid.

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mumu64

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