Posted By
|
Message
|
archon
Registered 29/07/2015 03:02:30
Points 206
|
3rd August, 2015 at 03/08/2015 01:22:41 -
Hi so I have an 8 direction moo click lan game. you see each move and you see where you are but it doesn't show what direction you are facing it always shows one random direction so I see what direction I am facing but the other players don't. Here is the game mfa file. https://www.dropbox.com/s/6k05zwmekctswmg/lan%20game.mfa?dl=0
here is the built game, https://www.dropbox.com/s/dvubbk3pzvna4zm/lan%20game.exe?dl=0
please tell me or just change and send back a version where other players see the direction.
also the ip box is to type the ip of the host computer NOT YOUR OWN!
n/a
|
UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
|
3rd August, 2015 at 03/08/2015 16:23:12 -
You can handle this two ways. You can either send the direction value along with the position data, or you could derive the direction from the client's movement delta.
To save bandwidth it might be better to calculate the animation direction of the client's player.
Just record the X and Y position of their character before repositioning them and then subtract their new position from it to get the direction value.
A very basic calculation could be this:
if Old X - New X > 0 then direction right
if Old X - New X < 0 then direction left
if Old Y - New Y > 0 then direction down
if Old Y - New Y < 0 the direction up
Obviously this is very basic and could be improved for better precision. This doesn't include intermediate directions obviously.
A single formula could also handle the directions too I'm sure by calculating the angle between the old and new position then converting it to 32 directions, but I don't feel like figuring it out atm.
n/a
|
archon
Registered 29/07/2015 03:02:30
Points 206
|
3rd August, 2015 at 03/08/2015 17:43:52 -
Originally Posted by -UrbanMonk- You can handle this two ways. You can either send the direction value along with the position data, or you could derive the direction from the client's movement delta.
To save bandwidth it might be better to calculate the animation direction of the client's player.
Just record the X and Y position of their character before repositioning them and then subtract their new position from it to get the direction value.
A very basic calculation could be this:
if Old X - New X > 0 then direction right
if Old X - New X < 0 then direction left
if Old Y - New Y > 0 then direction down
if Old Y - New Y < 0 the direction up
Obviously this is very basic and could be improved for better precision. This doesn't include intermediate directions obviously.
A single formula could also handle the directions too I'm sure by calculating the angle between the old and new position then converting it to 32 directions, but I don't feel like figuring it out atm. How wouldn't do that exactly I can't think of how you subtract the two values. Also how would I set old and new.
n/a
|
archon
Registered 29/07/2015 03:02:30
Points 206
|
3rd August, 2015 at 03/08/2015 17:52:55 -
No I need to send it to the other players. That would just change my direction I need the code that sends it.
n/a
|
Avantar1975
Registered 01/12/2011
Points 39
|
13th October, 2015 at 13/10/2015 12:23:19 -
I am not sure if this will help. I could not open your mfa file - it says unknown format - I probably have an outdated version.
I have made a couple of split-screen games before and the principle should be the same:
Just as you update the x and y position of your objects (characters, bullets, etc), you will also have to update the direction of your objects.
I have an 'Always' event and then I right click in the line underneath my object, then 'Direction' and then 'Select Direction' From there I click on the '1+1' for calculation and (for my split screen) I set it to a value for my shared data object.
I have never worked with Moo - but it should be exactly the same as you have done for the x and y positions but now just do it for direction too.
n/a
|
|
|