aminhanifm's Forum Posts

  • I did a little looking into firebase tonight. I'm a little confused. Every man and his dog seem to have their own method of connecting to firebase. Some use other applications, some use plugins, and some use the scripting feature, and there seem to be a lot of hoops to jump through.

    What is the best way you think to impliment firebase? aminhanifm

    And if anyone else has input on how to impliment cloud data storage, let me know.

    Maybe you can try for the first time by checking this page agittm.itch.io/construct-2-facebook-firebase , he gives a free example for connecting to facebook and firebase with comments.

  • Alright ! :D

  • you can use rex_firebase plugins to save player's data on cloud. Firebase provides a large storage and database, about tutorial try to check rex's weebly, he puts the example also there.

  • As far as i know, you can use facebook api to save their profile then save their score, level, etc to an array then save it to firebase. So if they logged in to facebook, they can load their array depends on value they have by request at firebase. And you need to setting the permission on firebase so players can write and read their own array there.

  • > ThePhotons How can i make a kill counts after my bullet colliding an object without adding a kill count to another players? because i got stucked on this problem that the another players also get the kill counts

    >

    How do you add kill count?

    Using player properties looks like the simplest option if you need to synchronize count across network.

    Yes but sometimes it doesnt added when i killed another player..

  • Hi.

    What is the difference between using photon and the C2 plugin?

    I know the limitations of the free photon account but are there differences in the connection?

    Is the connection using photon better?

    You can check the differences between c2 official plugin and photon plugin here, with the explaination

    https://www.scirra.com/tutorials/9431/f ... hoton#h2a4

  • ThePhotons How can i make a kill counts after my bullet colliding an object without adding a kill count to another players? because i got stucked on this problem that the another players also get the kill counts

  • EDIT solved moving video files (after export .zip file) from www[/b] to www\media subfolder. Now video playing fine, even without trigger input.

    It is still not working here, using phonegap export with .webm format

  • > So the point is, can i spawn joined player to a randomized position and old joined player spawned on the last place he moved (not by randomized) ? maybe you can help with the events that should i put..

    >

    You spawn player object once, most likely on joined client. Then you create object copies on other clients.

    For original object, you set position explicitly (e.g. using random numbers). For object copies, you synchronize position with original object each time this position changes including initial position assignment. Also, each existing client should send position update to a new joined client.

    Okay i get it.. thank you so much

  • So the point is, can i spawn joined player to a randomized position and old joined player spawned on the last place he moved (not by randomized) ? maybe you can help with the events that should i put..

  • Sure.. im so glad if you can help me to solve this issues <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    so i got the screenshot of the events and here are the screenshot..

    imgur.com/a/NNAqe

  • it's not working on android phone, im using phonegap with webviewplus cordova plugin from cranberry game. Anyone find this working on devices ?

    EDIT : nvm it's working, i put wrong apk files on my phone

  • What exactly is the problem?

    So once the data is sent like so on the Photon raise event action, on the TRIGGER, if you want to access Sprite.X, you use say, a local variable Token0 and assigned it to int(tokenat(Photon.EventData,0,"|")).

    As an example if Sprite.X = 50 and Sprite.Y = 75, Photon sends as a string 50|75|

    tokenat(Photon.EventData,0,"|") gets the 1st element from that string until the delimiter, which is |, so 50, then using int(50) you transform it from string to int.

    I used Demo-pool from photon examples, first i edited on join room with a function called "createFish" with random(Layout.Width) on parameter 2 and random(Layout.Height) on parameter 3 and add raise game event 1 with Function.ReturnValue & "|" & Fish.X & "|" & Fish.Y after that function, then on event 1 it calls "createFish" function with float(tokenat(Photon.EventData,1,"|")) at parameter 2 and float(tokenat(Photon.EventData,2,"|")) at parameter 3, then on function "createFish" i changed the position of creating fish X to function.param(2) and Y to function.param(3). but i still getting randomed spawn whenever i play it..

  • Data can be Sprite.X & "|" & Sprite.Y & "|" or using any delimiter you want, then you use tokenat to grab what index you need.

    Thank you so much again ! but i tried it again and im still getting stucked at this problem

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  • Anyway can i add more than one data on raise events ? if yes how can i add more than one value data on raise game event for example Fish.X and Fish.Y ?