ZeldaVerde's Forum Posts

  • oosyrag to the rescue, as always.

    Thank you for the reply, first of all.

    In my game, everyone will be switching layouts at the same time, to the same layout. Layouts are maps for each round to be played in. So, any specific ideas?

    You've already given me plenty to try anyway, thank you. I'm also thinking maybe I could make all synced objects persist thru layouts then manually destroy them on host, I think this would avoid exceptions.

    Edit: I just realized that the persist behavior isn't what I thought it was. I thought it made objects not be destroyed when changing layouts, for some reason.

  • Hey.

    Just a reminder for if anyone reads this that this is not solved and I really need a response so I can continue work on this project.

    Thanks!

  • Hi,

    I'm making a multiplayer game (using Construct's Multiplayer plugin) and the engine seems to freak out about destroying synced objects when I try to switch layouts. My guess is that basically if they are not switched exactly at the same time, the engine has a hard time keeping the same amount of sync objects created on host and peers. What is the intended way of changing layouts for Multiplayer plugin games?

    Thanks!

  • Hey Diego, I'm thankful that you were willing to take the time to try and help me, but I felt bad making you do it so I continued looking and found out the problem.

    What happens is: I have an object with the Fade behavior (fade in: 0, wait: 0.2, fade out: 0.001) that is also synced thru multiplayer, and it appears that when multiplayer tries to destroy it on peers after it is destroyed on the host, both it and the Fade behavior queue the destruction, making for 2 calls (as you've described) that are causing the exceptions.

    On that note, it also seems there isn't a way to disable the Fade behavior in runtime (as in the "time of running", not the runtime object) for me to do it for peers, or am I mistaken?

  • Yes, and I can't just make a minimal project because I have no clue where the issue is. Would you be willing to take a look at it then?

  • So what can I give you to help? Also, I'm pretty sure nothing is being destroyed when it happens, at least not externally (by my code).

  • Yes, exactly. What then?

    edit: could you maybe tell me what methods internally call getInstances() so I can look for places where I use those?

  • Yes that seems logical enough but I tried that immediately as I do and couldn't quite figure it out clearly, seemed a bit "random". Is there any way to maybe log whatever 'e' is, internally, for _FlushInstancesPendingDestroyForObjectClass(e, t) so I can then track it?

  • Hey Diego, thank you for taking the time. I was just looking at the new 3D features btw and I'm super excited, congrats on the work!

    Anyway, what do you mean exactly by "when your game produces the error"? If you mean what occasion causes it, I am clueless.

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  • So my game has thrown this: drive.google.com/file/d/1o6EYyW2GTv3MywgYJPW1sWVmRGZW2MGU/view

    and I have no idea what it is.

    In the exception it says the error was inside an internal script of Construct (runtime.js) and I can't figure out what's wrong neither from reading the exception nor from reading what I can from runtime.js from the f12 menu.

    Tell me if you need any other piece of info and thanks in advance.

  • In "Multiplayer game example" for example, why are the input instance variables given the client input value tag when synced? What does this do?

    Also, I might also ask, what exactly does "Associate object with peer" do?

    Tagged:

  • This is about the Multiplayer plugin if that is not obvious.

    In the documentation it says syncing does not work with containers, but it seems like it also doesn't work with hierarchies (children are not created). Is this intended? If so and if I have players with separate sprites for their animations, is there any "official" or intended workaround I'm supposed to do?

    Tagged:

  • Thank you!!

  • Is there a way to call a function I made with events in an event sheet from Js/Ts?

    I'm making a game entirely with scripting but want to have the events multiplayer actions (which are very nice shortcuts). As there are no equivalents in the API, I thought of putting those in functions in an event sheet and then calling those from script.

    Can you do that?

  • You and anyone with similar issues. I'm not trying to be argumentative, nor negate the usefulness of your ideas for C3. My intent was suggestive and I'm only trying offer some helpful advise. You don't know what you don't know. If you had never worked for a studio before, maybe you are unaware most studios have development workflows that would help you avoid the issues you are having now. Best practice is doing all the planning, pre-production like design and prototyping before moving into the production phase. If you already know this, great! If not, I hope it helps.

    fedca I mostly agree, but not what I meant.

    No need for all the apologizing, it's ok. I do disagree tho, it is a big process of trial and error. There is a reason software like these are called "editors" not "creators" tbh.

    The usual workflow, as you said, is to prototype first. You make a barebones version of everything you imagined and then you slowly develop all the things to a more and more finished state. But that means a lot of editing, not less editing.

    As for skymen's take, I just think an engine's interface is all about you not having to do everything from scratch in a text editor.