lennaert's Recent Forum Activity

  • Am at work arm so can't check for you.

    There is also a plugin on the forum somewhere called "pushout solid" which makes the application a lot simpler.

  • Add the behaviour Custom movement to the zombies, and use the function action pushout solid when overlapping

    You can also spawn zombies outside of the Viewport or at a certain distance from the player (player.X +1000 for example)

    Automatically generating levels for infinite layout style can be found in the infinite runner example

  • In your project properties, set the "First Layout" to your desired layout

  • 1. Add a subevent event to the mouse click, add system compare 2 values, player.count > 0 (will not work as intended for actual multiplayer obviously)

    2. Make the zombies solids and use the custom movement behavior with Push out solid

    3. Use invisible spawning objects/sprite and spawn on those objects

    4. You cant, I believe the max is 100kx100k atm (most likely more then enough) Or , you have to make an infinite scroller type of thing where layout stuff is generated around you as you "appear" to move closer to them

  • Hit Ctrl + Shift + N with chrome opened

    This will open an incognito browser,. you can open as many as you like, great for multiplayer testing

  • Did you rename the ajax object to "score" ??

    if not, rename int(score.LastData) to int(Ajax.LastData)

    EDIT: nvm

    Just noticed you did.

    Check your console for the ajax request response and see if you actually get a value from your request

  • Event 4, instead of gamesPlayed put Ajax.LastData there.

    If you get a NaN error, encapsulate the Ajax.LastData with int() i.e. int(Ajax.LastData)

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  • I believe the wait 0.2 makes the nested loop loose the reference to the ab object.

  • NaN stands for Not a Number

    When storing your local storage variable, put int (variablename) around it.

  • Needs to be associated with the correct peers.

  • You need Synchronized objects and associate the objects with the peers.

    When the peer disconnects from the host/room, the host automatically destroys the objects, which in turn destroys the objects on the other peers.

    Adding a touch event on the host side, to destroy a player associated object will destroy the given object on the peers as well.

    But the other way around will fail:

    Adding the touch event on a peer (not host) to destroy any of the player objects ... the object in question would simply be recreated.

    You can however, from the peer end, send a message to the host, with a reference to the object you want to destroy, and have the host destroy the object for the peer.

    Got my license just now ....

    But when I log on to the construct 3 , even after updating to latest version, it says I'm on the gamejam license

    I did not try opening c3 since mid jam before purchasing ....

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lennaert

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