larrynachos's Recent Forum Activity

  • Hiya, working on a multiplayer platformer battle game adapted from the real-time multiplayer example. I've noticed that without local input prediction, there's a slight latency between the host and peers even when I'm testing locally and it reports 1 ping. This is lessened by turning on local input prediction, but then I seem to get inconsistencies with host-sided events like player knockback (using set x/y vector events). So while the peer will jump normally, when I have things like a hop after a goomba behaviour or a knockback effect the vector change is weak and seems to stutter as it tries to sync with the host.

    Is this because I have the collision/knockback events host sided? For the knockback, I change the peer deceleration while flashing so they fly further away. Is this not reflected in the peer's instance I suppose I could make this a shared common event, but where does it end? When goomba stomping another player, the peer has a weaker hop than they're supposed to, but if I started making all the collision events and stuff peer and host sided, wouldn't that just create more desync and open the door for cheating?

    Most of my multiplayer games are turn based or otherwise asynchronous, and I really want to get into real time multiplayer but I can't seem to keep latency down.

  • R0J0hound winstreak

    Thanks so much! As far as I can tell, this equation is working! You guys rock <3

  • Oof, it's been a while since I've asked for help twice in one day xD

    So I'm working on a treasure hunt game, it's sort of a reverse minesweeper where you have limited shovels to dig and find treasure with. The grid of tiles is made using sprites. I have some special items to dig up, but otherwise the tile just spawns text that says how many squares away the chest is, and also it changes to red if it's adjacent to a kill tile.

    The issue is, sometimes it's not entirely accurate? The numbers will be off by 1 or 2, and sometimes I'll have a full 3x3 grid of red tiles but no skulls around.

    So I'm assuming it has something to do with my distance formula. Currently I'm using:

    str((floor(distance(Tile.X,Tile.Y,Treasure.X,Treasure.Y)/32)))

    I had the floor set to int before, but either one has slightly inaccurate results.

    Thanks so much!

    Tagged:

  • Regardless of multiplayer, when working with picking for collisions between multiple instances of the same object, the general way to proceed is to put the object in a family and use on object collides with family rather than on object collides with object. Then you can differentiate between the two instances colliding by using the object.y and family.y expressions.

    This sounds promising, I'll give it a try :D Thanks!

  • Howdy, I'm working on a multiplayer game, where I need a goomba behavior where players can stomp on each other to stun their opponent.

    I'm calling this action via On peer collision with peer, but I need to check to find the peer with the lower Y value and make sure they're falling and not just running into them. Then I need to get the peerid variables for the attacker and victim so I can then call a function that makes the attacker change Y vector and the victim flash and stop moving for a moment, etc.

    This is also going to be 4 player, so I can't just peer(0).y and peer(1).y this.

    Help pls and thank you in advance!

  • I don't have any experience with 3D yet, but normally to convert coordinates between two layers you need these two expressions:

    Set X to CanvasToLayerX("UI", LayerToCanvasX("Game",Animals.X,Animals.Y), LayerToCanvasY("Game",Animals.X,Animals.Y))

    Set Y to CanvasToLayerY("UI", LayerToCanvasX("Game",Animals.X,Animals.Y), LayerToCanvasY("Game",Animals.X,Animals.Y))

    Ahhh thank you! This worked perfectly <3

  • I'm experimenting with a 3D game using the 3d shape and 3d object tool, but one issue I've run into is displaying relevant text matching the perspective of the camera. I'm working around this by having a UI layer that displays the text.

    I have 2 different types, text for when you mouse over an object, and text that pops up next to a player when they speak. The first one was easy, I just set the position to Mouse.X/Y("UI"). The second one I'm having trouble with.

    For the second one, I'm using LayerToCanvasX/Y("Game",Animals.X,Animals.Y), and sometimes it works if the window is just the right size, but as soon as I resize the window or go fullscreen the text is severely offset. I'm assuming this is because canvas coordinates change because there are technically more pixels in the window, but is there a formula I can use to keep this text consistent? Thanks!

    Tagged:

  • If you open the 3d FPS example, you'll notice that rubbing against walls/solids makes the player just zoom down the wall. I've been playing with rot.js and making 3d procedural mazes/dungeons, but moving through the corridors is tricky with the player speed jumping up every time they touch the walls. Is there any way to keep the player from sliding like that? Thanks!

    Bonus question: I use the car behavior to move forward/backward/turn, but have to use custom movement to strafe left/right. This has the unintended effect of making diagonal movement 2x speed, any way to negate this?

    Tagged:

  • No takers? I've been trial and error-ing, trying different effects just to test and I guess I'm just doing something wrong but can't find the proper documentation to get me on the right track. I just want a crt filter maaan

  • I noticed there still hasn't been a CRT effect plugin for Construct 3, and instead of begging someone for it I decided to try making the effect myself. I have C3IDE downloaded and I've been trying to port crt-lottes.glsl, but when I test it in C3 I get a crash and a bunch of errors.

    Here are the errors I'm getting:

    main.js:1933 Failed to compile shader program: Error: Error compiling fragment shader: WARNING: 0:15: 'parameter' : unrecognized pragma

    WARNING: 0:16: 'parameter' : unrecognized pragma

    WARNING: 0:17: 'parameter' : unrecognized pragma

    WARNING: 0:18: 'parameter' : unrecognized pragma

    WARNING: 0:19: 'parameter' : unrecognized pragma

    WARNING: 0:20: 'parameter' : unrecognized pragma

    WARNING: 0:21: 'parameter' : unrecognized pragma

    WARNING: 0:22: 'parameter' : unrecognized pragma

    WARNING: 0:23: 'parameter' : unrecognized pragma

    WARNING: 0:24: 'parameter' : unrecognized pragma

    WARNING: 0:25: 'parameter' : unrecognized pragma

    WARNING: 0:26: 'parameter' : unrecognized pragma

    WARNING: 0:27: 'parameter' : unrecognized pragma

    WARNING: 0:425: '' : unexpected end of file found in directive

    ERROR: 1:1: '' : syntax error

    Here is the code I'm using:

    github.com/libretro/glsl-shaders/blob/master/crt/shaders/crt-lottes.glsl

    If I had to guess, I'd say that it's because I didn't add any parameters in the parameters section of c3ide, but I wasn't sure whether they were float values or not, what the default values are, etc.

    Can someone smarter than me please help? xD

    Tagged:

  • 1. Remove the fog effect from the layout.

    2. Apply the fog effect to the enemy billboard.

    3. Put the billboard layer on top of the game layer.

    This worked, thanks! It was driving me crazy xD

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm hoping it's an easy fix, but I've been trying different things, blend modes, trying the fog effect on different layers, but I can't seem to find the right combo. I've been looking at the foggy zombie shooter example, but I don't see what it's doing differently. Help pls!

larrynachos's avatar

larrynachos

Member since 6 Jan, 2013

Twitter
larrynachos has 1 followers

Connect with larrynachos

Trophy Case

  • 12-Year Club
  • Entrepreneur Sold something in the asset store
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

17/44
How to earn trophies