oosyrag's Forum Posts

  • Scirra provides a signalling SERVICE. This is used to connect peers to each other. As the multiplayer plugin utilizes peer to peer networking, the first peer to connect to a game becomes the host, and that is your "server".

    To control who connects to your game, you will want to use a unique Game Instance name. Then only people running the same game will be able to join.

    You should read, follow, recreate, and understand all of the multiplayer tutorials before trying to make a multiplayer game to avoid running into significant difficulties down the road. Good luck.

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  • You only need about 10 particles for firing and for each impact. This should be negligible in terms of performance.

  • I don't have any experience with that.

    Just a shot in the dark, haven't tried this, but you might be able to use window.location.href in an Browser.ExecJS expression.

  • Use the Browser object's URL expression. (Browser.URL)

    https://www.scirra.com/manual/110/browser

  • 1. Precise change over time: Use the timer behavior and lerp.

    On collision - start timer for 5 seconds

    Timer is running - Set value to lerp(0,100,Self.Timer.CurrentTime/Self.Timer.Duration)

    On Timer - Set value to 100

    2. a. You can use the "Wait" action to delay following actions

    On collision - Set Variable to 8, Wait 3, Set variable to 10

    b. Or you can use a timer behavior once again, and On Timer set value to 10

    On collision - Set Variable to 8, Start timer for 3 seconds

    On Timer - Set Variable to 10

  • Ok you'll want all your different sprites as animation frames of a single sprite object.

    For that sprite object, you want to add two instance variables: A numerical "Pair" variable, so you can determine which sprites are matches (each set of two should have a unique value greater than 0), and a "Selected" boolean, which you can toggle so you can't pick the same sprite twice.

    You'll also need a single global variable, to keep track of which "Pair" is currently of interest.

    Here are the events:

  • The simple way, assuming your head is leaving behind "waypoints" to control the path, would be to create a segment every x seconds until you don't want to create segments anymore. Each segment individually moves to every waypoint in order.

  • You'll want to use the pin behavior, as well as put the segment objects into a family, which will let you pin segments to each other in order. https://www.scirra.com/manual/99/pin

    Alternatively, you can simply give each segment the same set of movement actions/ai and have them offset by time.

  • > With two tiledbackgrounds you can make it look like it's animated, or at least moving forward.

    > https://www.dropbox.com/s/cm27xvzisnoxe ... .capx?dl=1

    >

    Hi how do I set laser length to Mouse.x mouse.y if not overlapping wall?

    I tried modifying but the result is no laser is shown

    Event 3: Change Set Width action to min(Self.Width+5,distance(cannon.X,cannon.Y,Mouse.X,Mouse.Y)), rather than Self.Width+5

  • You need to right click and edit the event group and uncheck start as active, rather than disable the events in the group.

    If your group is already starts as active and all the events within it are disabled, then activating the group will not do anything.

  • You'll need 3 parts to your laser, an origin sprite, a destination sprite, and a tiled background for the variable length of the laser. The origin and destination sprites should cover the "cut" ends of the tiled background.

    Unfortunately, tiled background cannot be animated, so you'll need to stack a separate tiled background object for each frame of your animation, and reveal/hide them in sequence.

  • Pathfinding and movement are separate systems.

    Rojos function gives you a path in the form of node uids in order. To use it for movement, you can save the list to a movement array, and have a sprite move to each node in sequence with your preferred method of movement. It may be better to write only the x and y position of the nodes to the array, as the start and end node objects may not be there for the duration of the movement.

  • I'm working on a visibility graph based pathfinding algorithm, no idea when I'll be done with it though. It trades off reduction of the number of nodes for an increase in the number of edges. In scenarios where fewer nodes are visible to each other the benefit will be more pronounced. It will not work well for large open spaces or long corridors. There is also additional work to be done putting image points at all "wall" sprite corners, since we don't have access to collision box expressions.

    ref: http://theory.stanford.edu/~amitp/GameP ... tions.html

    If you're interested in looking into it yourself rather than waiting for when I may or may not get it done.

    But definitely try the built in pathfinder first, you might be surprised. Remember, you don't actually have to run pathfinding every tick - you can update just the visual feedback for the user, which doesn't necessarily have to be instantly accurate. Basically there are methods to "hide the lag", like with netcode.

  • There is.

    You can't even add the multiplayer object to a project if you are a free user.

    If you are editing a multiplayer example, there is a big yellow banner on top telling you the project exceeds free edition limits.