SgtConti's Forum Posts

  • To keep it short: No.

    Everything is possible.

    • Conti
  • You could do this without multiple multiplayer objects/connection to multiple instances.

    But it requires a "Bit" of work.

  • A0Nasser

    The preload function is something where you simply could make a function where you define to preload every single sound/song, it may be many actions, but it works.

    The Set master Volume is = Set volume of ALL sounds.

    • Conti
  • A0Nasser in the Audio plugin you can find both options:

    Set Master Volume

    Preload

    • Conti
  • +1 for the steam plugin

    +1 for the Steam file associations

    A0Nasser both things are already possible

    • Conti
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  • Development Status update #1

    Stardate: -308642.4942922374

    So heres a little picture showing the roadmap of the development:

    And i also wanted to note that most multiplayer bugs have been fixed, and the 0.6.x branch is almost ready to launch

    SoW is already on Steam Greenlight, so please drop by and vote for it maybe even share it, since every vote helps.

    There's even a youtuber that made a video about shadows of war, you can check it out here.

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • fabianosalles thanks

    It's even on Steam Greenlight already

    http://steamcommunity.com/sharedfiles/filedetails/?id=256381554

    • Conti
  • You could also buy C2 on Steam, on steam there are more payment methods.

    • Conti
  • With the multiplayer plugin you could open multiple instances/games and assigne them to a different room.

    And then modify the client to display that there are 10 rooms avaialble (In case you have 10 instances of the game running on a server),

    and if the player chooses room 1 you join the first room, room 2 chooses room 2, etc.

    But for that you need on the host (server) side, to have assigned each instance to a seperate room and to decrease the load of the gpu, make everything invisible (The whole layout), even tho it's invisible, the positions are still being calculated and synced with each peer.

    On the client site you can request the amount of peers in each room to display it besides the name of the room, if you have a player cap per room.

    • Conti
  • Hello, you could try to make it like this:

    Save the hosts name in a variable (ex. "SavedHostName")

    On kicked -> Join room "SavedHostName"

    And then while that happen, display a "Finding new host" message so the user now a new host is being "found".

    That would be a way to handle it, so all players come together after the host left.

    But on your question with creating a fixed host,

    you may need to make it like having an instance (or many) of the game running on a server, while actually not doing anything else but handling messages/syncing positions.

    • Conti
  • nemo , no problem the community is here to help.

    Good look with adapting it into your project, these snippets are taken out directly from my project (SoW) so im pretty sure they work

    For your concerns about lags, you should implement it, and see in the debugger if it really is the problem.

    • Conti
  • nemo here we go

    First of all, make ALL layer scales to 1

    Then instead of using your zoom value (For example 0.1) , zoom the layers(Not layout) with 0.1/(YourLayerScaleYouHadBefore/100)

    Here you also see that when one layer has zoomed in too far, it sets the zoom to the min/max value.

    But it does that for every single layer you zoomed, since if 1 layer has zoomed to far, every other has too.

    Then we come to the "what if we have zoomed in, and are coming to the end of the playable area?"

    MapSize is the X variable where the layout will end (For unbounded scrolling), for this example we will set it to 1920 (Whole playable layout 1920x1080)

    Here you see, if they cross the Max values, it get's put pack into the playable area.

    Explanation for Action 1 (Right Side Borders):

    960 is the value of your default Width for the project/2 in my case its 1920/2 = 960

    LayerScale(2) is in this case a layer that normally would have the layer scale = 100 (So here you need to pick you'r layer that normally would have a layer scale = 100)

    Explanation for Action 2 (Left Side Borders):

    Again 960 is the value of your default Width for the project/2

    Same thing with LayerScale(2)

    Explanation for Action 3 (Down Side Borders):

    540 is the value of your default height for the project/2 (In my case 1080/2 = 540)

    Now we come to Action 4

    Don't ask me why i've done it this way, but it works, and im happy with it, but i can't explain it

    But you can see 440 is = 540-100. and that is the default layer scale for my layer 2.

    Now to: How to set the "Resolution"

    Here you see, first i define the 2 values that i want to be my new width/height resolution (ResX and ResY)

    Then i set the canvas size to their Resolution.

    Then i set the Layout Scale to the new Width Resolution / 1920 (My default Width Resolution)

    And then in node webkit i set the height/width.

    As you can see i use it together with WebStorage so the returning user doesn't always need to change the option again

    I hope this is explanation enough.

    Remember ALL Layer scales MUST be = 1 in your whole project.

    • Conti
  • fariwinds , you could ask Tom , just send him a pm or post your problem in the website issues category.

  • fariwinds , that is i good explanation (at least im satisfied with that ), with that, i now think we at least should wait to see it in action.

  • fariwinds , the conversation is in the beginning of this topic, as well as the multiple os conversation.