lennaert's Recent Forum Activity

  • Did a quick check:

    There appears be an issue when there is no position syncing happening. At least from what I can tell.

    Without position syncing for the test objects and peer objects (as in the given example above) one of the peer objects vanishes here on my system for the peer. (object count for peer)

    When I enable position syncing for both objects, the object counts are as they are supposed to be.

    This issue arises also arises when I just have the peer object with position synced and the test object without position synced.

    PS

    In the past I ran into this issue a couple times too without narrowing down where it originated from;

    it happened when I tried to make my own position syncing system where I wanted to have the objects automatically created (synced) based on the peers created and maintained on the host side. (just the object amounts)

    This did not work nicely in the past so I made creation and destroy events on peer/host for peers connecting/disconnecting on the host end.

    This manual approach worked well, but required a lot testing and quite some extra events.

  • Disable the group end game at the end of the actions

  • Suggestion:

    Use xp ranges, like 0 to 1000 and 2000 to 3000 etc (or a range you like, and process this in your multilayer room name. I.e. range1k, range2k, range3k etc

    Then, after connecting and searching for available rooms, show or join rooms which has your range in the room name.

    Example:

    Player is in the 2k range xp, upon start it sets the room name to range2k and auto joins it.

    If this happens to all players who are in the 2k range, they will auto join the first available room which starts with range 2k.

    Voila .. No extra server needed

    Ps if a player levels up after a played game simply update the room name to the new range.

    I did a similair thing for countries based room selection where people wanted to join people from the same country. It works.

  • In C2 I used pode's html Iframe plugin.

    Hopefully it will get ported over to C3 too.

  • lennaert

    Oh excuse me I didn't know we had an online SAS comment section bad ass here.

    Maybe you can make a tutorial on how to be a witty douche to people making jokes.

    Hit a nerf aye ....

    Put That in an endless loop and you'll get a nervous breakdown.

  • You probably have no idea why it happens, do you ?

    Well ... good for you.

  • since it seems that it's only properly working for circle objects.

    that might actually be the reason a second player can bump another player through, seeing as my objects had corners etc, and during a multitude of collisions it could be at an angle where the bump direction is towards the solid; I could imagine with a circle this being easier, that it would (near?) always bump away from a solid.

    sry for the double post

  • lennaert

    Were you ever able to get this to work?

    From what i can remember your last version of the tank game used push out as soon as you've overlapped a non-solid object while at the same time activating the solid to prevent the player to walk through.

    As long as the player was constantly touching the solid, other players were also coliding.

    Somehow you got a workaround for that but there was a bug that as soon as the 2 players touched each other, the player who's supposed to be pushed back fell through.

    Nethertheless there were always some kind of bugs which you also weren't able to fix.

    Or were you actually able to get it to work in the end?

    Not as we both desire haha

    ... too bad ... if the solid had just 1 extra filter option, either inactive on certain families with a boolean set or only active on same layer, it would save a lot of hassle ..... (or like 10 events )

    The closest you (I) could get was the example you mentioned up until the player got that extra push from another player.

    Another option was/is smart layout designing where you try to prevent such scenario from happening layout wise (often near impossible with stairs and/or up/down systems for floors)

    A few posts back you mentioned about having the entire collision system running on both ends; which will not work in a multiplayer scenario where the objects are synced, making the peer somewhat off position on another peer (not host).

    This last scenario is when I gave up, I got my examples working "ok" for my needs, up until I added a 3rd player.... then it was right back at the beginning of the issues. That tank game is a whole lot further now, but hardly has extra layers/floors.

  • My larger projects generally have a global invisible sprite with dosens of booleans and variables determining a variety of games states; where the booleans are checked whether or not pieces of code should run and the variables can contain json strings from arrays or smaller variables such as lvl, health bullets etc.

    Saving the global invisible sprite to local storage asjson gives a great save method.

    I use groups mostly to structure my event sheets and have events sheets for specific parts of the game such as controls or FX etc

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  • ..... the multiplayer engine was built more for top down..

    It can be used in near all game types, it's all in the approach.

    Last (for fun) project I was working on was a RTS space game:

    I managed to pull it off, did tests with 4 players on a lan each able to create up to a dozen ships and able to control each ship individually or as group(s) and fight each other.

    The amount of ways you can develop a multiplayer mechanic are about as diverse as the options to move a sprite from a to b.

  • > Make it work on ios and osx and lot more developers will try harder/longer to make working multiplayer projects.

    >

    That's entirely in Apple's hands - and they're working on it.

    Keeping my fingers crossed then ^_^

  • >

    > > We always say it in office as Skirra (pronounced like Skipper) but most people say Seera or Sirra

    > >

    >

    > Origin story ?

    >

    Ashley wanted to call it Cirrus after the cloud type, but that .com was taken so he swapped a few letters about

    hah, was expecting something kewl, like nordic, especially after explenation of Skirra, it sounded a bit like Skarra, from that game vikings ^_^

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lennaert

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