Multiplayer and animations

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Post » Tue Oct 07, 2014 6:04 pm

Update

The problem is peer is not detecting other peer instances. I have object called "peer' (as in manual to prevent errors) and every time peer's connecting another instance of that objects creating at random place (like in manual!). So. I've tried a lot of ways to pick all "peer" instances and change their animations but on host side all's working correctly. On peer's side only current peer's instance picking by the event

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Hello. Practising making multiplayer games. To be sure that all will work correctly, done everything like manual and example shows. But. Peers cannot see other's animations. Only for itself. 4 direction movement, 4 animations. Thanks!
Image
P.S. for host everything is ok. Self animations for peer working too
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Post » Wed Oct 08, 2014 3:44 am

Up
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Post » Wed Oct 08, 2014 5:00 am

Can't really tell by the screenshot. Have you sync your instance variable?
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Post » Wed Oct 08, 2014 6:04 am

DuckfaceNinja wrote:Can't really tell by the screenshot. Have you sync your instance variable?

Sure. When I've tried to make animations work based on variable I was syncing them too
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Post » Wed Oct 08, 2014 8:11 am

I remember doing animation requires some trigger, I may be wrong, but IIRC I think I make use of "send message" to trigger animation change.

I haven't tried changing animation by instance variable condition, but theoretically it should work. Anyway I'm not sure the best way to create trigger for instance variable change, maybe "compare instance variable" with "trigger once" will work.
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Post » Wed Oct 08, 2014 2:03 pm

Don't completely understand what I have to do now... Can we talk in skype/icq maybe?
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Post » Thu Oct 09, 2014 5:38 am

Up again
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Post » Thu Oct 09, 2014 8:12 am

RisenFear wrote:Don't completely understand what I have to do now... Can we talk in skype/icq maybe?


1 on 1 - Put in a job request, or share a capx, screenshots are great, but tell you nothing. And most of the time it is trial and error, trying many different ways... and "we" haven't the time to build a demo to trail and error.

So do a little capx with multiplayer and animations. Strip it down... it will allow others to tinker.

But you are pretty much on your own. Multiplayer is pretty complicated, no matter what you use... and is most definitely advanced.

I am pretty good with most things and I am struggling to get stuff to sync - lol.

Just keep...Tinkering, Just keep tinkering, Just keep tinkering...
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Thu Oct 09, 2014 3:18 pm

RisenFear wrote:Can we talk in skype/icq maybe?

Nope, I rather discuss this here, knowledge are meant to be shared though.
RisenFear wrote:Don't completely understand what I have to do now...

Well if you understand how made your sprites moves around in MP, you should be able to understand this. It's totally similar in flow and concept. I'll dig up my old file in a bit, see whether I still have it, this one uses send message instead of instance variable.

PS: make use the "@" tag, I don't always remember the threads I replied.
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Post » Thu Oct 09, 2014 3:38 pm

What duckfaceNinja says, if you want to go the send message route, have a look at the chat demo, or any of the tutorials that ashley did. The ones with chat. The chat sends users input to host using messages. It is a lot easier than syncing, but duckfacninja can correct me if I am wrong, I think it is a little slower, so animation might have a delay.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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