Give me a Pixel's Recent Forum Activity

  • Well, I certainly have gotten a lot done with the game since you fixed that. I got the waves system down (I only have the first ten mapped out for now), and the peer hurt/ death/ respawn is almost finished. I have noticed two problems with it. First is the death tint/ respawn text that are created on layer HUD while you are dead. As usual with multiplayer, it works fine for the host, but it or the respawn text are not shown for the peer. Next is the 'addlog.' Again, it says who was killed for the host, but not for the peer. I believe both of the problems are in events 155-156.

    dropbox.com/s/f8uflidcjr2mnmj/Wardens%20%287%29.c3p

    Thanks,

    Give me a Pixel

  • No problem. It happens to all of us sometimes ;). Thanks again.

  • bump.

  • Thanks for the encouragement :). Are you telling me those things are what I need to to or were you going to attach a file? And also I have looked at the multiplayer tutorial before, but I'll read it again. It will probably make more sense now.

  • bump.

  • I'm sorry man but I'm hopeless. I used the 'Peer.PeerID = Multiplayer.myID' expression and now the peer can damage enemies. The problem is that he cannot see their position or where he kills or damages them. I did move all the current enemy code into the host group. I need help syncing the enemies and telling the peer where they are and all the other stats. I think it would be easier if you just took the newest update (https://www.dropbox.com/s/qsja87myioo8p2r/Wardens%20%286%29.c3p?dl=0) and just modified it and shared it.

    Sorry this is taking so long, so thanks again,

    Give me a Pixel

  • Well, thanks. I'll see what I can do.

  • Also, would I need to add an more code while moving 'most' of the code to the host group? An example project or a screenshot would be nice if possible.

    Thanks again,

    Give me a Pixel

  • All right, I looked at it. The first and last problems were solved, but the middle problem i'm still a little confused on.

    You're not specifying that the peer should be checking and setting the bits for THEIR peer. Since you don't specify, the code is probably picking the first instance, which is the host's peer object. This is why it works for the host, because they are accidentally picking their own peer

    How can I set the bits for my peer only?

    Also, most of your enemy code should be in the Host group. You don't want peers running logic for the enemies because things can happen differently on the Host's computer and the Peer's computer, resulting in mismatches game states and weird glitches. The peers should only be TOLD what is happening by the host (using the object syncing and via messages)

    What code exactly should be put into the host group?

    Please pardon my ignorance, I don't have much experience with multiplayer. Thanks,

    Give me a Pixel

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  • Thank you so much! I will certainly try those out and tell how they worked out.

  • bump.

  • Thanks anyway. I've been waiting for a while and just want to get this game finished and published. Do you have any other ideas how to get help quickly?

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Give me a Pixel

Member since 2 Mar, 2018

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