El Constructorr's Forum Posts

  • At half way through my multiplayer game, I require the Host and Peer to switch. So, I disconnect them from the Room and Server, send them again to the Login layout, this time with a different common GAME_NAME and ROOM. The previously peer enters that layout first, which should now become a Host.

    Both players do log in to Signalling correctly, however, this time, Auto-join never happens. Players are not joining the room. I can't figure out why.

    Possible issue: I had synced 2 objects. I am assuming as I disconnected both, the syncs would also go away. And the Login layout would re-sync the objects appropriately again?

    What am I missing? Or what should I try?

    Thanks!

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  • Hi, so some of the old search results tells me it has something to do with NAT restrictions and one of the workarounds is using TURN servers.

    Is there any other workaround? Or any updates since then? Any FREE solutions to this? (I assume all TURN servers are paid subscription based) ?

    Please help. Thanks!

  • The answer is no. Unfortunately. I wish there was. I am facing a very similar problem and only Disable Sync could have helped. I am sure this feature must be possible to create ford the developers.. even if it is bound by other things, they can at least reduce the latency to not slow down the game play and still have a hidden object synced. I mean why not!

  • Umm.. Wouldn't re-sizing the text box accordingly help? It will wrap it automatically, wouldn't it?

  • ..or you can simply change your two conditions:

    Mouse button is down

    Mouse is on Object (Food)

    to just one:

    On Object Clicked (Food)

    This way, even if cursor goes over another banana, it won't get selected, because now, only "On Clicked" will pick a food.

  • Hi. My loading animation is just a nice sequence of rotating dots in a loop, at loader layout.

    So at loadingprogress = 1, I am restoring a couple of dictionaries from LocalStorage, which is why (I assume) my loading animation gets stuck for like a second, before going to the next layout.

    Is there any way I could perform all the dictionary/LocalStorage/json commands in parallel while my loading animation keeps animating smoothly? because that's the point of loading animation right.

    Please help. Thanks!

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  • Both above solutions will work.

    The way I would do is simply use the 'max' system expression.

    hp = max(0, Hero.damage - Enemy.Defense)

    this way, it will take the maximum value from the two parameters. Which means, when the subtraction goes negative, it will choose 0 as hp.

  • Condition: Sprite (that has the tween): On "" tween end: Set isActive false

    Go to that sprite conditions you'll find the Tween conditions as you want.

  • What I would do in your situation (i.e. not having to change a lot, and fix the problem):

    1. Instead of calling a function that starts the while loop, keep that loop in a separate Group (default: inactive). So, instead of calling the function, just make the Group active.
    2. Instead of using While loop, use simple conditions (if conditions). That way you can have your 0.1 wait and update progress timely as everything else progresses in the game. Won't get stuck. No while loops.
    3. Make the group Inactive at the end of that loop, or when progress bar has reached end.
  • dop2000 I believe we can.. just have to map the function(s) first.

    nettemple srv-file7.gofile.io/download/SfFQ5K/mapFunction.c3p

  • You will have to do this mathematically.

    It should look something like this:

    Set X to: choose(100, 200, 300, 400) + background.X % 100

    Set Y to: choose(100, 200) + background.Y % 100

    You may have to experiment there a bit, unless that works perfectly in the first go.