Posts by Unknowner

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    i saw something familiar examples:

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    at least it gives some idea, howto.

    Finally watching some spleunky videos I created an array that creates the path with and entrance and exit, but now I'm stuck on thinking how I should generate rooms reading the array I have and placing them in to my frame, anyone have a idea on how to do it?

    Hello, I have a grid of 32x32 on a 640 x 480 size frame I want to place random object on it and snap it, I have tried place X position on a random range of (0,680) and Y position on a random range of (0,480) then I get the positions and / 32 * 32 to cut remainders but can't make it work at all, it snap in the middle of grids. How can I do that better?

    Changed some bits here and there, better using a single object value for the pick nearest calculations
    (I generally keep a single object values, used as "engine" of the game for making this kind of things)
    now enemies will get "flag 0 ON" when there's somebody in range:

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    that's exactly what i was looking for, thanks!
    Now looking at code I want to fully understand what does and lean it, there are some things i dont understand at all:
    - Why u set the pick instance to an engine, isnt this value changing all the time?
    - Why u set on always a flag to off and then switch it on ? it's to recalculate the nearst object every second? flags work individualy for an object or all at the same time?

    I have this code, actually every monster has a radius with him ( same id following etc) with this code monsters find the closest player and follow him (they switch target when other player is closer), problem is when I overlap any radius every monster start to follow that player instead of keep independent, how can i referenciate just the only one i'm overlaping?

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    Okay I need serious help with this, I'm stuck not being able to do this correctly, I have 2 players in the game both are in same group, zombies gets closest player (when player enter in zombie radius) and store his ID, then he must look in direction of this player until player leaves his radius or another player is closest, can anyone helpme? here is my code Please login to see this picture.

    I'm trying this:

    -When player enters on zombie radius, zombie gets that target and look in direction to that player.
    -If player leaves zombie radius, zombie loses his target
    (This first part is working)

    Now I want to add one more condition, when actual target leaves radius but there is other player inside zombie radius, how I get this new target? here is my code

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    Contact me on the Please login to see this link. if you get issues with Blue, I'll fix 'em.
    The current build of Lacewing Blue Client is 67, but I'll be releasing build 68 of the client at some point today.

    Thanks for all ill try to remake my app with blue client updated, anyways my method to move enemys is correct or how should i do it?

    It looks about right. A couple things:
    You should be using Send, not Blast. Blast is faster, but it's not guaranteed to get there. With important things like enemy creation, you'd be better off using Send.
    Blast is more suitable for player movement updating, where missing a few messages won't hurt.

    Second, you should look into binary messages. It's faster to add shorts with X/Y/ID, then send the binary, than it is to convert them to a string, add joint them to gether then on the other end split the string up, convert the splitted parts into numbers...

    There should be a help file, but I'd recommend using Lacewing Blue Client, as it will tell you off if you do something wrong, whereas Lacewing Relay Client will deal with it quietly in its own way.

    See Please login to see this link. for more info.

    Hey thanks for the answere, I tryed to use bluewing but never manage it to work, always crashes my app or some random freezes...

    The on message conditions only executes to peers, the condition will not execute to you (the channel master) because you're the one that send and blasted it.
    Thanks for reading.

    I dont understand what do you mean, the channel master has the control of the game and peers just do a mirror of his game, so he sends position of his zombies walking etc no need to duplicate this conditions since he alredy got it and sending it

    Hi i'm making a 4 player coperative game online and I have some questions, what should I use p2p or p2s? I know p2s its better to avoid cheating and that's why i'm more intereseted on p2s but p2p has other advantages.
    Another question is how should avoid player sends to server fake data like imagine he has 10 bullets and he freezes it cheating (unlimited ammo) how should be the process to avoid this? something like server handle how many bullets has and every time he shots update it to peer?

    Here's a modified example:

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    I've simplified a bit here and there, added a "rotate-to-destination" part,
    and the turret shots only if it's in an offset of +/-10 degrees towards target (you can change it in line 13 >> angle_to_dest)
    I've moved some of the values to the "visor" object, when useful

    Wow that's exactly what I was going for! thanks!, I see where I failed on my first attemp, btw in line 15 you use:
    -Attack_timer ("turret_visor")< 60
    -every 00"-01
    +Add 1 to atack timer

    How you target each counter of turrets instead of all since u dont make a foreach? I tought u should do it always when u want to do multiple independent task on objects