AnD4D's Forum Posts

  • If I have something happen at the start of the layout, then add in a WAIT 10 seconds command and trigger something else... if I change the layout before those 10 seconds have passed, the event chain breaks.

    Is there a way to stop this from breaking? I mean, I understand that it makes sense the way it is, but on my program, it breaks things.

    Is there a way to make the eventsheet global, somehow? So it runs on its own?

    I can think of ways around this, but they require a massive amount of effort :( Had I thought of this being an issue ahead of time, I would have planned for it... but I'd rather know if there was a quick and easy solution to my issue, before I have to tear everything apart and essentially re-write 200 events :(

    EDIT - In before someone tells me about shared events sheets. This sheet is already shared.

  • Occasionally I use multiple saves of the same project to compare code, backups, etc.

    How can I see which project is which? Say I have 2 of the same projects open, one called Save01 and one called Save02, but Construct refers to both as "Save", after it's project name.

    I want to find out which is Save02. How do I do that without closing the project and reloading it, and manually keeping track?

    The same goes for the open recent tool. It only shows the names of projects you've recently OPENED. So say I open Save74, do a load of work on it, then save it as Save75, close Construct and come back the next day, only Save74 appears in my recent list.

    The number of times I've continued working on an older save, only to realise that Construct simply hasn't updated the Recent list is getting to the point where it's frustrating, to say the least.

    Add that to the inability to find out which project is which save, and it's a big mess. Simple changes for very useful improvements.

    While we're at it, let's throw in the fact that when you try to load a project, a big cancel button appears... which gets locked out from the loading process... which then vanishes once it's loaded. Why is that cancel button even there if it's going to get locked?

  • When I try to send an image using multiplayer in preview mode, it works, but when the game is hosted online, the data doesn't actually get sent.

    I assume it's because the path isn't actually correct.

    Does any know how to get this working?

  • In Construct 2, if I ever wanted to make a local multiplayer game using gamepads, I would have a for 0 to 3 loop occur, then my action would read similar to the following:

    (Gamepad.Axis(loopindex, 0)

    This used to mean that which ever gamepad moved, it would control the sprite. This allowed me to then add in addition events that would determine which character moved.

    However, in testing this out on Construct 3, when a loopindex is used, the sprite remains still unless my for loop is 0 to 0.

    Am I missing something? I'm certain this used to be acceptable.

  • are you using ssl on your server? it might need that to connect from the exported version.

    I am using SSL. The two programs are different. Think of one as a game, and the other as a controller.

    The strange thing is, if I open the HOST program up in Chrome rather than OBS, it all works fine.

    This was working in OBS prior to the latest Construct 3 update.

    I just find it odd that the remote still connects in preview, but not in Chrome.

    *I should point out that I've tried using OBS Studio, Streamlabs OBS and many others that use the Chromium browser, and this is only a recent issue.

  • Is there a major difference between the HTML5 export and the preview within Construct 3?

    I have created a multiplayer program (HOST) that needs to be run within OBS Studio using their Browser Source plugin.

    I then have another app (PEER) that controls it via a web browser.

    Sometimes it will work, but most of the time, the app refuses to connect.

    Both programs are hosted on my web server.

    I thought that OBS was the problem, but I note that if I try to connect via Construct's preview, it works perfectly every single time. I can then disconnect, and try to connect via html and it'll fail to connect again.

    This also happens if I try to run the multiplayer pong game in the same manner.

    So yeah, my question is... what is the major difference between an HTML5 export and a preview that might stop this from working?

    Are there some settings I can turn on or off to improve the connection between the two?

  • In the meantime you should still be able to log in to a different room with a different name, because that counts as a different user, not two cases of the same user.

    Unfortunately, this doesn't work for me. My program generates a room based on a Twitch username, and for an external user to access the room, all they need to know is the user's username. If I suddenly change the name or room there's no way to pass that information on to the peers.

    I suppose mine is a unique problem, and not worth fixing.

    You mention that it will eventually timeout the previous login. Is there any way to force that, or perhaps any way to find out how long that will take?

  • This is all very interesting... but let's go back to my initial question.

    "but what if the signalling server goes down?"

    I understand that at present you should leave the room BEFORE leaving the signalling server... but why doesn't Construct have measures in place to sort this out?

    Why is there even an action in Construct that will completely break a feature?

    If someone chooses to leave the signalling server before leaving a room, why doesn't Construct leave the room first automatically? In my tests, it takes 0.4 seconds to do that. Any less, and things break again. If it detects that we're in a room when we lose access to the signalling server, why isn't there some kind of safety in place to stop the multiplayer plugin from breaking entirely.

    You all keep talking to me as though I'm not understanding what you're saying, while steering around my actual question. I mean, the solutions you're offering me is exactly what is already in my code!

    For example, while testing this out, I unplugged my ethernet cable. How do you code for that? What if your ISP goes down? What if you have a power cut? Hell, what if you switch from wifi to 4g?

    At present the only result is "Entirely break the multiplayer plugin, requiring your app to be reset!"

    How is that an acceptable answer?

    I was playing Apex the other day, and lost connection. When it recovered, I was able to join the game again immediately. They didn't expect me to quit Apex and reload it.

  • Yes, I'm the host.

    I connect to the signalling server, log in, join a room and it all works.

    When I use the Disconnect from signalling server action, multiplayer immediately becomes useless.

    Then, when I try to reconnect to the signalling server, it's fine... When I log in again, it's fine... When I try to join a room... It breaks.

    If you ever use that disconnect action there's nothing you can do to use multiplayer again until you restart the program.

    UNLESS you leave the room BEFORE you disconnect from the server.

    It doesn't make sense that you can break multiplayer if you do things in the wrong order.

  • I think you misunderstand.

    It only works if you leave the room first. If, for some reason, you disconnect from the server, you cannot reconnect.

    That's not right, surely.

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  • Can someone tell me what I'm doing wrong?

    Multiplayer appears to work perfectly fine, right up until it doesn't. When it crashes, it's impossible to reconnect without completely restarting the program.

    I thought it was something I had done wrong with my game, so I decided to simply make a program that purely connected to a multiplayer room, then restarted.

    I tried adding in all kinds of leaving the room, etc, just to see if there was something I was missing.

    It works if I have the player leave the room, but what if the signalling server goes down?

    https://1drv.ms/u/s!Am3CPIM7woZ9i-gVN45be9UWV5ulgA?e=2JGq39

  • I'd like to create a very simple calendar that allows me to click a next button, and it will display the next monday.

    So for this month, for example, it will display:

    Week commencing 23 Aug 21.

    I then click the next button, and it changes to:

    Week commencing 30 Aug 21.

    I could do this with a lot of effort using the old browser timestamp system, but I was wondering it it was easy to do with the newer Date object.

    I had a look at the Scirra examples, but rather than use the date object to create a calendar, they opted to provide an example for a calculator.

  • That's why it was possible in Construct 2 but not Construct 3?

    That's the reason it took me so long to upgrade to C3, as I had made a drawing game in C2 and couldn't upgrade it because of the non-round cap.

  • The thing is, if I do that and draw something fast, I just see a load of dots.

    If I use the line tool, it draws a line between those dots.

  • A circle Line Cap was requested over a year ago. Is this really that hard to achieve? I was able to do a circle line cap back in Construct 2, so why can't we do it in Construct 3???

    Does anyone really want to draw scratchy jagged images rather than smooth images?

    Who uses a square pen to draw things???

    The first 2 images are done in Construct 2 with a round pen.

    The final 2 are in Construct 3 with a square pen.

    The problems are really highlighted in the space image, where all they've done is tried to colour it in.

    So my honest question is this... is it really that hard to just add in a circle Line Cap???