kidswithcrowns's Recent Forum Activity

  • Or better yet is it possible to package the whole thing into an .exe?

    I would like to avoid having players unzip and then hunt for the nw.exe

    Tagged:

  • This happens automatically. See the section "Updating your game" in the tutorial Offline games in Construct.

    I just realized that I wasn't specific enough in my question. What I meant to ask was how do I make a self-updating NW.JS export?

  • You could do

    On collision with wall

  • Normally you can read and write text files and send text over a network. Binary is useful to be able to deal with nontext files or to send data more compactly over the network.

    Reading non text files is more niche but can be useful. Typically you’d be fine with just using text based files.

    Binary data can be more compact than text. Especially with numbers. For example look at the number

    123456789.0123

    As text it will take 1 byte per character or 14 bytes, or you can store it as a 64bit float and only take up 8 bytes. So in that simple example you’d save 6 bytes for one number. Anyways, that’s just one example.

    Thanks for your reply! So this would be excellent for basically compressing information before sending it over a message in the Multiplayer Plugin

    This seems very useful. Is there an easy way to convert and unconvert information?

  • kidswithcrowns

    Thank you. That makes sense, but I still don't know what the next steps are to allow P1 to take gun when they are overlapped.

    (these are probably all wrong approaches) - I tried taking out the destroy, but it would just spawn the gun everytick. I tried set weapon position Player.ImagePointX(0), Player.ImagePointY(0), but it would jump between players randomly.

    What do I need to do next, would you be able to give me an example?

    Thanks in advance!

    Sure!

    You have the right idea with taking the weapon. Any of your methods would work. The part that is making it act weird is the condition "Player on collision with Weapon". Every time you give the weapon to the player, it's re-colliding with the player and retriggering the collision

    There are many ways to solve this, and they all involve making it so the "On collision" trigger only fires if the weapon is being picked up

    one way is to give the weapon family a boolean called "equipped"

    then add a condition to the collision event that checks if the weapon is NOT already "equipped" (you can right click an event and click invert)

    if it's not "equipped", go ahead and spawn a weapon on the player and immediately set the weapon's "equipped" bool to true so it doesn't trigger the collision event again

    ufile.io/84fuklb7

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  • I don't understand why you don't just contact me and ask like am I impossible to reach out to or scary

    I DM'd you on twitter

  • Here's what's happening

    On Player Collision with Weapon

    This is 'picking' the player and the weapon involved in the collision. Any future actions within this block will be applied to THIS player and THIS weapon

    Destroy Weapon

    Here, you destroy the weapon that was picked. Now the weapon is no longer picked, since it no longer exists

    Player spawn Weapon

    Since no Weapon is picked, the game just spawns both types of Weapons at random, since it doesn't know what you want

  • Seems like it could be very useful, but I don't know for what

    It's a little further on the tech side than I currently understand

    Can someone help me out?

    Tagged:

  • There's lots of ways to do this. One way I like to do this is with Tween

    Here's an example if you're throwing it to the left

    tween "x" to self.x - 200 over 2 secs (linear)

    tween "y" to self.y - 100 over 1 sec (out sinusoidal)

    wait 1 sec

    tween "y" to self.y + 100 over 1 sec (in sinusoidal)

    the out sinusoidal followed by the in sinusoidal will give it a nice arc that looks like gravity

    you can tweak these values until it feels right

  • 3. Use Mouse - Set Cursor from Sprite

    note: the sprite needs to be somewhere on the layout

  • Hey!

    I know you know a lot about multiplayer, and I saw you managed to sync 400 objects with 30kbps!!!

    Would you mind sharing your knowledge about the Binary Data plugin and how you achieved interest management?

    Tagged:

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kidswithcrowns

Member since 7 Sep, 2018

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