Bl4ckSh33p's Recent Forum Activity

  • Hi. I get this "Signalling server error: [object Event] c2mp.js:338" error and it happens quite regulary when the Server is running for about one hour.

    I added "on Disconnect" goto layout Title and there it tries to reconnect to the server. But it does not work until I reload the game completely with F5/refresh.

    Does it have to do with the clay.io plugin which cant reconnect (says the javascript error console)? But the first error comes from c2mp.js.

    Signalling server error: [object Event] c2mp.js:338

    sigws.onerror c2mp.js:338

    GET http://api.clay.io:443/socket.io/1/?t=x ... _TIMED_OUT

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  • Nice example, thanks!

  • Thank you for your example I already thought about doing this but the background is a very big/colorful image and I had to slice it and then put it together again. I can do this, but it would be nice if it would be possible without slicing the image and just using blend modes (if possible).

    Here is an example screenshot:

    Text should be invisible in the small part below the grey area and above it. So the text is only visible on the greay area (tiledBG) and should scroll from bottom to top.

  • If you like you can test the current version here: http://www.playbird.at/sites/Bl4ckSh33p ... index.html

    (the Server is not running always because I use my local computer for it)

  • Thanks for your description and suggestion for the synced object. I have a "On Created" event in the Peer group to play a sound effect. For some other things like sound on collision I used a send message action and the peer has a "on message X: Play Sound" event because collisions dont work on the Peer (as far as I can tell after some tests).

    I will try to use the lagcompensate coords for collisions (but dont know how, yet).

    The lasers are created every 0.5 sec and are all created on the Peers (but they appear a bit laggy even if the latency/ping is only 0-20). I will try to debug it with "On Created" (the same happens in another game where a laser object (one long shot like in the ghostshooter example) is never synced).

    If you like you can test the current version here: http://www.playbird.at/sites/Bl4ckSh33p ... index.html

    (the Server is not running always because I use my local computer for it)

  • When I click on a Tweet button my keyboard movement controls dont work anymore. I had the same problem with input objects but it worked when I used the "Unfocus" action. (would be nice if you could still control your character if you click on a readonly input object) But how can I gain control after clicking a Twitter Button?

    (C2 Version: r176)

    ps: in preview the twitter button is shown properly but after publishing it as html5 website the button is not visible anymore (its on a invisible layer at launch and when I show it no button is there) I did not change the button settings via actions and used only the properties panel.

  • Hi. I tried to disable collisions for the invisible layers but it seems they are still blocking a click on the current layer. o.O (r176)

  • Hi. Sometimes it would be very handy to have tooltips for things like sprites and not just for the form elements (like input).

    I know how to make my own tooltips when I hover the objects but it would be nice and easy to have tooltips like the normal html form elements sometimes to show some hints on mouseover. What do you think?

  • So strafing is not working? I was looking for something like this but need strafing. :/

    I tried to combine the car and custom movement and it seems to work so far. Car for accel/brake and custom movement for the strafing.

    the bits are from top to bottom: left, up, right, down arrow, break-key

  • I thought about trying this, too

    But I have a problem with syncinc. I set it up the same for some objects but only half of them appear on the peers.

    e.g. Ships (players) are synced fine, same applies to the laser shots/bullets the server creates but the on collision spawned explosion (has the same sync object action like the other objects) never appears on the peers.

    Is there a way to check whats wrong with the synced objects or see if they are really synced?

    Here is an example:

    FXExplosion is never showing up on peers, only on the host. But why?

    The only difference I can think of is the FadeIn behavior set to disabled by default, set to fade out over 1 sec when activated. And its activated after Animation:Default is finished to remove the object. But that should not break syncinc?

    (laser is a bullet created every 0.5sec when holding down mouse1 and synced to everyone. Maybe this is too much to sync and bullets appear "laggy" sometimes even if I have only 30-60ms pings. I thought about creating them on the peer AND host but just check the hosts version for collisions but dont know if this would work.)

    As far as I can see from the ghostshooter example the lag compensation works for instant hit bullets/lasers - but does this work for bullets which fly a while before hitting anything? I dont know if it works or how to set it up. :/

  • Would be nice. I have a problem with syncinc. I set it up the same for some objects but only half of them appear on the peers.

    e.g. Ships (players) are synced fine, same applies to the laser shots/bullets the server creates but the on collision spawned explosion (has the same sync object action like the other objects) never appears on the peers.

    How can I check whats wrong with the synced objects or see if they are really synced?

    Here is an example:

    FXExplosion is never showing up on peers, only on the host. But why?

    The only difference I can think of is the FadeIn behavior set to disabled by default, set to fade out over 1 sec when activated. And its activated after Animation:Default is finished to remove the object. But that should not break syncinc?

    (laser is a bullet created every 0.5sec when holding down mouse1 and synced to everyone. Maybe this is too much to sync and bullets appear "laggy" sometimes even if I have only 30-60ms pings. Does lag compensation work for such bullets or is it ok to create them on the peer AND host but just check the hosts version for collisions?)

    As far as I can see from the ghostshooter example the lag compensation works for instant hit bullets/lasers - but does this work for bullets which fly a while before hitting anything?

  • Hi! Just searched for selecting text in an input object and it seems the default object cant do this. I willt try your plugin but it would be great if Ashley could add this to the default plugin.

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Bl4ckSh33p

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