Posts by Sc00tles

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.

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Clickteam.

    Hey, I'm making a Lacewing online multiplayer game. I have a custom character feature that I could have sworn I coded correctly, but for some reason, despite making a Player_ID value, and making a "Player_ID = PeerID" event, which usually selects the specific sprite based on their Player_ID value, it doesn't work, and I'm not sure why.
    Here's the problem specifically:
    When joining the game with two people, the other person has the correct hat on. (You don't have a hat, because I haven't gotten to scripting that yet, so that's fine.)
    However, on another screen, no one has any hats on.
    Now, when a third person joins, things get complicated. On one screen, everyone has the same hat on, and on another screen, no one has any hats on, and on a third screen, everyone has another type of hat on.
    I don't think I could adequately explain my problem without looking through the scripts first, so here's the .mfa to look at:
    Please login to see this link.

    If you want to test it for yourself, here's what you do:
    First, to run multiple instances of the game, you'll have to Build it into an application, and run the game multiple times at once.
    In-game, on the character customization screen, click the hat button to change your hat. As far as I know, it works as intended. Then click Join.
    You can change your name, as that may help identify who's supposed to wear which hat. Don't change the server, though.
    You should connect and spawn in. You can use arrow keys to move.
    From there, repeat the process in another opened game instance, and another.

    Just create the objects in order on the same event...

    Create object > Player
    Create object > Hat

    If all else fails, do this:

    Always:
    Bring player to top
    Bring hat to top

    This isn't something that's going to require bandwidth... wth, what?

    Yeah, I've already tried both of these methods.
    My issue is that cloning the player first in the same event as when the hat is cloned doesn't do anything, because it looks like Clickteam still clones them at the same time.
    And I'd rather not bring the hat to the front, because it would look undesirable when there are multiple players stacked on top of each other. That's something I'd like to avoid, if possible.

    I also appreciate everyone's continued help on this post, and I will report back with my results soon.

    I had a game that used clones to create copies of players--clones of a player sprite, and clones of a hat sprite, that's supposed to go above the player sprite. With no additional events or anything, the layering seemed to work fine. But after a computer crash, I had to recreate the game, and now the layering doesn't work as I want it to anymore. There could be one clone where the hat is behind a player clone, and another that's in front. A simple solution could be to just send the hat sprite to the front, but then, if another player clone walks on top of another, the hat will be above both--the layering will be wrong, which I don't like. Since I'm dealing with clones, I'm not sure how to fix this.

    Thank you for replying! And sorry it took so long for me to get back to you. You should be able to test it just by clicking on Join Game without changing the server. In any case, this seems like helpful information, so thank you for that. Though I guess I’m still a little confused—is it that, since you’re sending your values of color/hats onto an object everyone can see, it will display for everyone else, with little need to do any scripting for their end? I’m still a little new to this.

    Taking a look at the MFA would be great. I made a very quick customization thing just to get the point across and to give you something to work with. I tried to do some of it, but I'm stuck on the specifics.

    Please login to see this link. (The file exceeds the 1MB limit)

    I'm making an online multiplayer, 8-direction movement Lacewing game, and I want there to be the option for custom characters. A good system I think could work is having the player customize their character in like, a menu frame, and cut the player sprite into different, customizable parts, and assign some sort of value to the parts depending on what option they chose. The problem is, I think the Lacewing engine I'm using treats other players all the same, and really as just something to load. I don't know how to load other's looks other's looks onto their respective characters. Is this possible? If the .mfa file is needed, I can gladly include it.

    Hey all, I've been fumbling around and creating a sort of "virtual world" game with Lacewing as the online tool, but I'm having a tremendous amount of trouble trying to get usernames to show for individual players.

    For example, the username for Player A is stored as soon as Player A logs in, so all I need to achieve is the ability for the other users to see Player A's username.

    Everything works fine if two players are on the server, but three or more will cause the username of the first player who logged in to begin flickering between all users.

    I do want to know, what is the best object to use if I want to go about displaying multiple usernames all at the same time?

    I've been using a string to try and achieve displaying all the usernames, because I remember being able to do this exact thing with a string years ago. I'm quickly realizing that this either won't work with strings or I'm not as versed with MMF2/Fusion 2 as I previously thought.

    Thank you!