lennaert's Recent Forum Activity

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  • You have not given us much to go on here thedude1693.

    Have you tried the multiplayer example games ?

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  • At least once a day, I get the following message.

    General Error

    SQL ERROR [ mssqlnative ]

    SQLSTATE: 40001 code: 1205 message: [Microsoft][SQL Server Native Client 11.0][SQL Server]Transaction (Process ID 66) was deadlocked on lock resources with another process and has been chosen as the deadlock victim. Rerun the transaction. [1205]

    An SQL error occurred while fetching this page. Please contact the Board Administrator if this problem persists.

  • Thanks ASHLEY. Working here too.

    The only "problem" in this situation is the lack of information of what the problem is, and the estimated downtime.

    Perhaps, instead of "[object Event]" The Multiplayer.ErrorMessage could throw out: Unable to connect

  • Perhaps, If you would 'sort of' loop the tutorial as long as you have not leaped over 1 vine.

    for instance, a var determining over how many vines you successfully leaped, LeapedVines = 0

    LeapedVines = 0

    LeapedVines = 0

    PlayerAble to grab vine

    set Tut text = "Quickly touch to jump and grab the vine" (show icon finger touching)

    Leapvines=0

    Player airborn 1

    set Tut text = "Quick grab the vine" (show icon putting finger down)

    Leapvines=0

    Player Holding down on vine

    set Tut text = "Let go to jump to the next vine and grab it again" (show finger down to let go icon)

    Leapvines=0

    Player Airborn 2

    set Tut text = "Quickly grab the vine" (show finger hold icon)

    2nd vines grabbed Leapvines + 1

    something like that

  • Thanks Ashley, it is indeed working again

    In the past, linux required less updating :\ but its just as bad as windows these days

  • I think he is looking more for a timer per character.

    Just give all of them a variable countdown and active boolean, and if

    every second

    sub

    character.countdown > 0 , subtract 1 second , set character.active = false

    sub

    character.countdown = 0 , set character.active = true

    After having moved, or used an attack, set character.countdown = 10

    When they are true, you can attack / move, or the AI can attack move

  • sidneycat

    Yes this can happen more often and I do not think they have a SLA covering their uptime for the multiplayer signalling server.

    Purchasing and hosting your own signalling server can improve reliability, as you could manage it any moment you want and that you would be serving only your games.

  • hello again lennaert i am wondering this also, i am developing atm and suddenly i cannot connect to signalling server, not sure if i broke some code but i think also the pong example capx is stopped working so perhaps something serverside?

    Nope, you did not brake anything

    The server appears up but is giving weird responses, the error message now states: [object Event]

    Ashley

  • The Scirra signalling sever is acting weird.

    current error message: [object Event]

  • The whole intro/menu explanation was a bit much imo.

    I would skip the first part, and start where the players needs to click to jump.

    There add, "click to jump and grab on" or something alike

    My thoughts behind it: explain as you go while being interactive, the whole "read first, do later" ... well, I'll do it later

    Subject: [Tutorial game]Don't fall - Needs your feedback !

    That's on my "todo list" as a "bug" to improve on.

    Different sway speeds ?

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lennaert

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