@CrimsonBlackGames What about making a shared object with a camera inside it?
Thats a way to do it and all, but I like the idea of having multiple ways of doing things, also that could work but that would be very annoying to work with, especially for me
The plot that I am creating for the dungeon game is sooooo coool.
Everything it’s still on the “concept art step” but I’m loving it.
" Having an Indie account and not making a multiplayer game is like having superpowers and not becoming a superhero. "
- Me, myself 2k18
@PixelStudios c’mon man similar names and now similar games. This is going too far. ahahah jk
@grazer Why does this keep happening?
Why is it so buggy
@Latif3 Already emailed him about this, he’s well aware of this.
@PixelPizza ikr
Also another bug, shortcuts aren’t working anymore. I can’t toggle debug mode anymore or use import to paste behaviors.
Hey @Latif3 - debug mode is working ok for me, is there something special I need to do to make it quit working? Also, thanks for signing up
As for the synchronization bugs, there are quite a few, and I’m working on them.
I probably didn’t do a good enough job of stressing that this past release is a preview version and not yet 100% complete. I was just super excited to let everyone start playing with it, and didn’t want to wait until it was fully stable before making it available. Also I thought it would be good to start getting feedback as early as possible.
@grazer Im still stuck in purgatory else Id probably come up with some more suggestions, but heres a long list anyway.
So far with what Ive seen and suggest:
-Rename player check to client check. Its a lot more self-explanatory, as its checking if its on the players client or someone elses.
-adding a start/stop multiplayer behavior.
-Player Count needs to output the amount immediately at the beginning of a level, or atleast allow it to be triggered via input
-fixing attached player objects being unable to trigger with keyboard/mouse.
-adding a behavior called multiplayer check: it triggers manually, outputs 0 when disconnected, 1 when connected.
-An Input slot for shared numbers that only reads the number, and doesnt send another one.
-A behavior that generates a string of numbers for a game ID, then outputs it.
-A behavior that creates an alert with two buttons, and a text box. You can enter the number string mentioned above to join a particular game. One button cancels, the other joins a game.
This window wont let clicks bleed through, is preferably able to be textured rather than a single color, can stretched to be any size and moved if needed.
-the uploading of custom fonts.
-IOSX (Mac) exportation.
-it also seems for my SB3 game, if 3 players join, the P2 gets another copy of their ship which is only visible to P1, and P1 gets one only P2 can see, both of which are completely functional and act as if the player is controlling them
So I am curious, does a shared number within a player object go for EVERYONE whos using that same object, or does it only work across games in what that player is controlling.
I just deployed a bugfix update:
- Fixes "missing player" issue as shown in screenshot @Latif3 posted above
- Fixes issue where the same logged in user cannot join twice without using incognito/private window
- Added a "network debug" mode to help track down network issues (control+n). This shows a network communication graph for each remote peer. Red lines are incoming events, green lines are the events being handled, and gray ones are incoming sync updates.
Cool
Finally!
No problem @grazer Thanks for the update though
About the shortcut thing, I found out it’s only not working in firefox (latest version 61.0.2 on windows 10) which is the browser I’m always using. When using chrome everything works fine. You don’t need to do anything to make it quit working, it’s just always disabled.
Also a question, how can I emit objects which can be seen by everyone? Making the emitted object ‘shared’ or ‘player’ doesn’t do anything.
nevermind it suddenly works
@grazer Also another thing, I want the bars above players move perfectly above them with no delay.
How can I do that?
@Latif3 Also emailed him about this, everything is wobbling.
@Latif3 - can you just make the bars attachments?
@grazer Attachments aren’t even working, they don’t show up for other people. I guess it’s a bug.
The bug just fixed itself??!
By the way, the bars are health bars so I need a way to send messages to them to change the value, every player needs to send a message to their own attached health bar. If this is not possible, could you add an option in the message behavior which sends a message to all attached objects? This would make the attach behavior extremely useful for me.
Last thing, I don’t want the attached bar to flip when the player flips. An option to turn this off would be awesome.
@grazer Aw what multiplayer doesn’t even work on the embed version of games?
Nope
Hey, embed mode is fixed - I didn’t realize that was broken.
Puffin was able to do embed before you fixed that. Could that mean anything?@grazer