Nabu's Recent Forum Activity

  • Hello, just a simple question :

    What is the difference between Pick by Evaluate and conditions, in terms of picking, system handling picking and performance ?

    Between something like this (in one event block) :

    - Object.var1=?

    - Object.var2=?

    - Object.var3=?

    - Object.var4=?

    And this :

    - Pick Object by evaluating (Object.var=?, Object.var2=?, Object.var3=?, Object.var4=?)

    Does the first iterates through all objects, check them for first condition, narrow the SOL to selected ones, start again and do the same for every conditions ? So it's multiple SOL and one condition check by object ?

    Does the second loop through all objects and check for every conditions and the return a final SOL ? So it's one SOL and multiple checks on every objects ?

    Second would be better in terms of performance ?

  • With pleasure.

  • In this case you have to send a message from the peer to the host, apply it and broadcast the new information to every peer.

    Do you have a small project with just connection handling and color choosing ?

  • Hello,

    Use the Mouse object for detecting clicks on your text object via conditions.

    Then you have the built-in Browser object that allows you to do this via "Open URL in new window" action.

  • Hello,

    Put the values inside an array, then choose a random value from that array like :

    randomIndex = round(random(0, Array.With-1))

    value = Array.At(randomIndex)

    Then delete this array entry like :

    Array.Delete(randomIndex)

    This way, the randomly chosen value is removed from the array and your can iterate once more for a second roll (with another random index).

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  • Hello,

    If you want the host to choose a color, then pick it and broadcast the information to all peers. Then make the changes peer side according to.

    From host :

    Multiplayer => Broadcast action with a tag like "ColorSet" or something.

    On peer :

    Multiplayer => On message "ColorSet" do whatever events you want to change color.

  • Hello everyone,

    I searched in the forum and through the manual, but I can't find any information on this. When the host disconnect from the room, peers are not only disconnected from the host, but also from the signalling server. Is this normal ?

    And also, in the "On peer disconnected" event, the expression Multiplayer.PeerCount is not yet updated, as if peer was still in the room.

    I must have missed something...

    Tagged:

  • Hey,

    If you don't want to use the Multiplayer plugin, you can probably run your own server and make access through AJAX and Browser object from Construct editor. That's a way to retrieve usable informations for your game from across the Internet.

  • You're welcomed !

  • Hi, if you are using platform movement you can add a variable to any obstacle you want to be like a conveyor belt, with the direction it drives the player towards. When the player lands on these obstacles, simulate movement with its platform behavior in the corresponding direction.

  • Hi, I think you can do a loop and create object at X position + loopindex*some value to spawn them in line. Like this :

    - For (number of instance to be created)

    - Create object at (X - (number of objects/2)*space between objects) + LoopIndex*space between objects, Y(previous spawn position + something))

    And tweak the formula to fix your goal.

  • Hi,

    Not multiplayer, LAN, local coop ? What is your project ?

    You can follow the multiplayer examples and tutorials to learn about synced objects. They are created both on host and peer, you can sync some variables or send a message to peer when the object is created an assign a name to it.

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Nabu

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