Hello, this is my first post ever. Anyway, i need help with the Direct Play object in TGF. I am kinda new when it comes to online play, so I need as much help as possible. Are there any tutorials or even a person who can help me? anything would be greatly appreciated. I am making an online platform shooter that has teams, so even a tutorial about that would be nice. Thanks a bunch guys, I think im gonna like it here. Oh and one more thing, is it possible to use the scroll wheel on a mouse to add and subtract numbers from a counter? Thanks again.
Ok, well could you send it to me? I have the demo of MMF so I could learn how to use D-Play. As for the scroll wheel, I think Ill wait on that. Thanks a bunch. Oh and one more thing, I have a Capture the Flag platform styme game type in my game. I have given the flag its own gravity. the problem is that when the flag goes off of the screen, it goes through any obstacle/platform that it may have been standing on. How can i fix this? Here is my code...
Every 00:00:01 second while Alterable value A = 1 for the flag and is not overlapping an obstacle, Set Y position to Y( "Active object 1" ) + 5.
Every 00:00:01 second while the flag IS overapping an obstacle and Alterable Value A = 1, Set Y position to Y( "Active object 1" ) - 5.
You must forgive my horrible coding, I am much better at C++ and I am new to TGF.
Hey guys, I have another problem with my game. I am trying to make my game online. Whenever I shoot, Sometimes I damage myself. But I want it so that when I shoot, the Bullet checks to see if the object it hits is different than the person who shot it. If and only if it is someone other than myself, then take health away.
Are you using multiple instances of the same object for your players, or separate ones? I think we need to know more about the engine you've already got in place to answer this one.
Every object has a Fixed Value associated with it - you could set one of the bullet's Alterable Values to the fixed value of the object that shot it, then when it collides with another object, check against its fixed value to see if it was the originating object or not. I'm not sure if it'll work (I'm assuming that separate instances of an object have different fixed values), but it's worth a try.
Im not really sure what you mean, but the main player is in 4 seperate parts. Part 1 is the Movement object,(a simple circle with basic platform movement). Next, I have the Body, (Just the body and legs), assigned to the center of the circle at all times. Next, i have the Heads which are selectable for the player and are attached to the body. Finally I have the Arm which is always attached to the body. I am not sure if I can manage this, so I am offering to let someone enable online play for me and offer comments in the script showing the process of enabling online play using MOO Click. FYI, I have a game setup screen where the player can customize the look of their player and the team they want to be on. I need it so when the frame starts, the player enters their username. Next, uppon clicking on "connect", The player is connected to the server. The next thing they do is select the game type and hit search. The search will then make a list of every hosted game in that game type and display them in a list where it will show how long the game has been going on and how many people are on that game. Then the player can click "Join Game" and they will be instantly connected to that game. Another option would be for the player to host their own game. When the player Joins a game, they are connected to the hosts IP address where only people connected to their IP can play. Or, if they host a game then anyone who has selected to join their game will be connected to their IP. This is exactly what I need for my came to be completed. I am willing to e-mail my engine to anyone who can do this for me. I am extremely desperate, and a willing to even pay for it. I am not sure if this is allowed or not, so if it is then let me know. I know I sound like a complete noob, but I am desperate. Thsnk you and sorry for the extremely long post.