i've been working quite some time with darkgdk and multisync. i have managed to work with it until i came to this problem when i used multisync. i successfuly made the connection, and send packets to server and client.
for those who can check this out, run the app twice and go to multiplayer, create first then the other to join and then start it dont change any players yet.
if anyone have the time to take a look at my project, please do check this part:
Player.cpp line 782
if ((enehp1 <=0) && (dead1== 0)){//this condition never becomes true but still it executes the deletesprite.
dbDeleteSprite(400);
//dbHideAllSprites(); if you uncomment this part, you will see that it executes the dbdeletesprite(400) but not this one.
explo3++;
it is used to create an explosion when the enemy hp is less than 1.
it works if the bullet is from the player, not from the other player.
//Player.cpp line 962
// used to check if the enemy is hit if((bulletx>dbSpriteX(ene)&&bullety+dbSpriteHeight(ibulletz)>dbSpriteY(ene))&&(bulletx<dbSpriteX(ene)+dbSpriteWidth(ene)&&bullety<dbSpriteY(ene)+dbSpriteHeight(ene))){
//when the bullet of the server hits the enemy, it doesn't deduct the enehp, but it executes the dbDeleteSprite(ibulletz).
if (ene ==400){
enehp1-=10;
dbDeleteSprite(ibulletz);
}
this is to deduct enemy hp when hit. it works fine, but when the bullet of the other player hits, it doesn't.
i'm so desperate in this matter so i decided to ask for help here, so please any ideas about this?