Dr.Hasan's Recent Forum Activity

  • Wow. Thanks for this question.. I am also making a Multiplayer Physics (Cricket) game.. and although I didn't implement that part yet, I actually did foresee this problem coming! Because with the slightest of lag, the collisions, in my case the exact Bat angle and the trajectory of the ball as seen by non-Host would make no sense.

    The Solution: if ball > scrollx ..then.. Toggle Host and re-Sync objects.

    Only if that existed.. I don't know if this is even possible during the game? Ashley ?

    But for now, I am going ahead with separate screens for batting and bowling, so the users only see their portion of the screen. They don't see how the collision for the other player happened. It will work for you too, but it won't be as fun not seeing "how did the opponent manage to pick that one!".

    Looking forward for better solutions too.

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  • I can give you an easier solution to the problem.

    You can resolve this with so many different ways by adding another condition to the collision.

    If "Trigger Once While True" doesn't work then you do have more options.

    See what is the state of player sprite where you want it to work. I'd guess it's the first Animation. So you can have a condition: "On Collision Sprite1" and "Sprite1 animation default playing".

    Or, what about Frame number? you can also work with that. You can even change the opacity to 99 once collided, and in condition you can check "if opacity = 100".

    Or, you can "Disable collision" of that object immediately on collision, that way it won't detect collision multiple times.

  • I think it's the right time for you to explore and play with variables.

    I'll give you a bit of hint, and will let you try out. Besides, I don't know what type of game are you making. But anyway:

    You want the next box to Start moving (after the previous box stops) provided that a Key was pressed in between the tween. Correct? For this, you can merge my solution with that of Kyatric.

    You'll have two variables (Boolean): Tweening, and keyPressed (default: False)

    That keyPressed variable will set true whenever a Key is pressed and it will remember (stay as true) that the key was pressed while the box was moving despite the actual key is released.

    Then, "On Tween Finished" you should also check with another condition (is keyPressed?), if yes, then it should call the Function to start the next box Tween. (or you can do as I did, select whichever you want to move, by Picking).

    Important: keyPressed should be set as False as soon as the box starts its Tween.

  • Yep.

    Kyatric solution should work for you.

    If you don't want sequential, and want to move upon a different event, then you can instead have a global check like this:

  • Yeah. You're right. It should. But apparently the way Tween behavior is built in C3, it starts in the next tick. Which is why it doesn't sense it 'playing' in that same 'tick' of events of Start of Layout.

    With anything else, the 0 seconds would work. Try opacity for example. It would work.

    A good work around is to let the timer start 'after' the tween actually has began playing, for example:

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  • I can see the mistake. You need to have the 'isPlaying' condition as a deeper sub-event to allow that Wait 1 second to really spend 1 second before moving on to its sub-event. See screenshot.

    At the moment, there are three sub-events under Start of Layout, and it checks for all of the three instantly - Hence, a wait 1 second in the middle doesn't affect the sequence or timing as there is technically no action after Wait 1 second.

  • Thanks Chadori! I understand what you mean. I guess I'll just wait for Christmas then :P

    Yes I read your response.. I've been noticing this weird bug as well. The replies disappear for no reason. Happening since 3 days now on this forum. I don't know if the moderators are aware.

  • You're doing an amazing work Chadori. Hats off to your skills! and Congratulations on completing your undergraduate degree!

    I have one request, please read it to the end, trust me I understand why you would always keep it as a FULL bundle, but hear me out:

    A lot of C2/C3 dev, like myself, cannot afford $100. Seriously. Just cant. There is no way. And yet we really need only one or two of your awesome plugins. My win-win suggestion to you is:

    1 DAY OFFER:

    $10 PER PLUGIN !!!!!!!! Limited Time 24 HOURS OFFER

    C'mon, think about it. Isn't it win-win? I assure you, you'll get 100s of purchases that day. And from then onwards, you may continue with $100. For ever.

    PLEEEEEEEEEASE ! Thank you so much for reading.

  • oosyrag Thanks for the reply. I understand better now. But just to conclude and confirm:

    1) The tutorial of Multiplayer Lobby at Scirra (by Blackhornet) would only work if the Host player (i.e. developer of the game) maintains an-always running version of the game online as a host server.

    2) The £15 Signalling server is not an-always running server? This purchase will not solve my problem then. Would it?

    Please confirm. Thanks again!

  • I have gone through the forum and tutorials. I am still confused about one thing.

    What I want is to let players join a common Lobby where they see all other players. Then they can select to invite a player for a 1-on-1 game. (I can handle the 1-on-1 part very well).

    I know Blackhornet posted a tutorial on this: construct.net/en/tutorials/tic-tac-toe-part-multiplayer-639 But the problem is, the lobby is created by a player host, and when the host disconnects, all the players are kicked (obviously). Which also defies the whole concept of a Lobby.

    Question is: Do I need to buy a separate Signalling Server (such as: scirra.com/store/game-making-tools/multiplayer-signalling-server-161) and expect to have a Lobby (Host) running from the server-end instead of 'players becoming the hosts'. Would that work?

    OR. Can it be done without buying the signalling server and using the free Scirra signalling server as well? - if so, How? there are no tutorials for a non-player-host based Lobby.

    Please guide. Thank you.

  • Hi.. Even with the R158 (Beta), the navigation panel does not hide from a fullscreen Android build.

    Here are my observations:

    1) Before R158, the problem was that it would show up for the Input text box, i.e. when the native keyboard pops-up. When the keyboard hides, the navigation panel didn't use to hide. We'd need to pull the status bar and release it to hide everything.

    2) With the R157, as I notice, when the Google Play signs in, the Navigation Panel shows up (not even transparent - it's opaque) and it's persistent. Meaning, I cannot even hide it manually. Nor, does it hide with Browser fullscreen. I even tried Fullscreen, letterbox, then scale outer, etc. Doesn't work.

    This is very annoying, since the game needs to be Fullscreen, and it overlaps with some portion of the game.

    Anyone else faced this?

    Any solution?

    How do I report it officially, since this is clearly a bug.

    Thanks,

    Hasan

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Dr.Hasan

Member since 16 May, 2019

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