lennaert's Recent Forum Activity

  • Perhaps, apply the event to an "Active" ball.

    Set a boolean on the object called active, and set it to true when shooting with it.

    Once its in a hole, set the boolean to false. Then next ball gets the boolean to true etc etc

  • Sounds like a problem inherent to the pathfinding concept.

    Moving objects can not (should not) be taken into consideration for pathfinding obstacles.

    There are some options to prevent the overlapping, one I use often is the "push out solid" behavior.

    There is a push out solid in the custom movement behavior, and Rex also has one with his plugins.

  • > You solved over 200 developer problems, for construct ? where ? With just 55 posts on this here forum with half of them being about extra features to make it more 'comfortable' for you .... I find this hard to believe.

    >

    For construct on http://www.c2community.ru

    I have 1270 posts and 235 reputation points there.

    When I help somebody, he can click plus-button and give me +1 to reputation.

    Nice, that's actually pretty cool.

    Anyway, I think Zenox98 is right, this discussion has indeed long past it's usefulness.

    I'm out too.

  • If you leave the debugger open in the inspector it does that, 1 ~30% but if you open the profiler tab, it remains on 0% ~1%

    I am guessing it is due to all the values continuous being set, which gets updated in the inspector tab.

  • You solved over 200 developer problems, for construct ? where ? With just 55 posts on this here forum with half of them being about extra features to make it more 'comfortable' for you .... I find this hard to believe.

    Look at my post count ... the vast majority is from the How do I section .. where I helped others solve their issues.

    I have seen so many issues .... Almost ALL of them were user related implementation issues. Just a handful of them were directly related to bugs.

    Steve Jobs had 1000's of Asians doing his work for him cheaply to make his product 'comfortable'.

    I'm just being realistic about what's possible.

    Also .... do you know Xcode ? apple's propriety code for their applications ?

  • P.S. 80% games are CPU bottlenecked and only 20% are GPU bottlenecked.

    P.S.S. I have already showed you many cases of such games and proved my opinion.

    3. Export will be one-click.

    P.S. It is not the main reason, but it will be cool to spend less time for boring things.

    May I ask how you came to those figures regarding the 20% being GPU bottlenecked ?

    Also, paradine,

    I just noticed the one click option .... that would be awesome ... But I can definitely telly you there it will not happen anytime soon.

    The amount of options needed to set and extra information required for the wide variations in exports ... keeping these working every update will require loads amount of development time on scirra's behalf. Which would get reflected in the price for construct 3.

    The Tutorial Byondisoft posted, that is actually a relative simple tutorial for those comfortable with a command line interface. (which is actually a pretty generic thing for most decent programmers)

    If the Russian developers consider this hard, I can definitely say that the Russian developers are far from any professional level of programming and are unaware of the workloads involved with the finer aspects of their request.

    did any of you ever zip align a package ? or made store keys ? or bzipped ? Seriously lots of these packages are also from third parties and required in most scenarios to produce a working APK package. These are required on the end users their system, requiring them to download and install ...... Its not like they are embedded in Construct 2. Hell, I doubt some of these packages even allow another party to integrate their material in to another product.

    byondisoft, great stuff btw, neat and organised tut, I'll use it a couple times when you finish it up.

  • > Perhaps have those Russian developers here post themselves with their findings, that would support their cause a lot better I suppose.

    >

    The most part of russian developers does not know english language, that is why I was chosen to speak from our community.

    But if you want, I can create the same topic on http://c2community.ru/ and you will be able to read that topic.

    If you don't know russian, you may use google translate.

    You could grab their posts with that information, translate it for us, and post it here for others to read too ?

  • Okay, let's forget about 100 players/room. Let's have 10. Is there a reliable way to make sure that the host has good enough Internet connection? Maybe switch hosts if the current one is having difficulties... I still think consistent connection quality is important.

    You can aid in narrowing down problematic connections.

    For instance, before entering a lobby to select a game to join, perhaps have the users select a world region first.

    Like Europe, Asia, North America etc ...

    Making players join games with players in their region of the world, or even country if you take it one step further.

    The thing is, each peer, whether its the host or a peer, as soon as something is happening that is interfering with their connection a lot, you can get lag. Ofc when this happens to a host it could effect all peers ... but the concept is the same for that user.

    He or she would be experiencing lag issues.

    The best way is to design your communication mechanics smart.

    Synch as few objects and variables as possible and use a messages for commands etc.

    The less bandwith/communication is required, the better it could obviously perform.

    A great thing about the scirra multiplayer, would a host drop out ... making another peer become host is very easy.

    You could even event some checks during a round, checking latencies, and if the hosts is far worse then one of the peers, make that peer the host.

  • Perhaps have those Russian developers here post themselves with their findings, that would support their cause a lot better I suppose.

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  • Yes ... search the forum ... I believe there are some free around, and some nice ones for sale in the scirra store.

  • You're very welcome

    I have made various methods for entering and leaving rooms.

    One of the more controlling approaches is to simply loop through the peer list on the host, which determines their states as well, and based on that list create objects.

    Another loop runs those object, checking if that peer still exists.

    This gives you full control of who is in or not in a room and what to do with their objects.

  • True true, but you could ofc just have it invisible by default, and that after some ping pong like events, the players gets activated and is brought into play ?

    Construct 2 games often have a base object, on which another sprite is pinned with player animations.

    If the base gets synced, you could simply not create the extra objects.

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lennaert

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