austinblackbelt's Forum Posts

  • In construct 2, multiplayer is hosted by the peers, and it is impossible to create dedicated servers. The host always has to be one of the players. You could still make a game like that with the peers connecting to the host. For auto joining, try using the auto-join room action to join a non-full room. Try looking at the multiplayer tutorials for more info.

  • You can't have events running when the game is off of the screen. You could use this plugin to record the time when the game loses focus (event Browser:On suspended). Then when the player returns to the screen (event Browser:On resumed), just compare the time you recorded to the current time to get the amount of time that has passed.

  • Yes you can do that and also display a message asking the user to connect to Internet when there is no connection

  • Try using the 'Is online' condition in the browser object

  • You could use the Browser object. For example, use the Browser.URL expression to check if the game is on new grounds, and the action Browser: Go to URL if it does not match. However, I dont see why you wouldnt want your game being played even if its not on its original website.

  • The Gamepad plugin is designed around the xbox 360 controller (and probably works with most modern controllers). Those controllers are probably not compatible.

  • I am creating an online space battling game, and I need feedback/alpha testers.

    The player will earn money and xp depending on how well they did in the game.

    This game is automatically synced with a database so any device you sign into will have your stats.

    The game will have an online mode (base vs base) which is currently not finished.

    Play here on a browser: https://space-arena.com

    Get the android app here [BETA]: https://play.google.com/apps/testing/co ... spacearena (outdated version)

    If you would like to be an alpha tester for the latest version, send me an email at austinvaness@space-arena.com

    It is also on the arcade here

  • rexrainbow

    I tried using your firebase logout capx, and I switched it from facebook to google. Download it here. After I log in, no matter whether I select "Stay Signed In" or not, When I reload the page it still shows the popup, but just automatically signs me in instead of showing the login page. The only way I can logout is by clearing cache/cookies in my browser settings.

  • rexrainbow

    I figured out the problem. If the user selects "Stay Signed In" in the login window, every time the login window comes up that account will always be automatically signed in. (Even if you use Action:Logging out!) Is there any way to make it so that they don't have that option?

  • rexrainbow

    I need help with the firebase authentication plugin. I am using the "Logging Out" action, and the player is logged in with the remember setting on never. However, next time the player tries to log in, the same account they just logged out of is automatically signed in again.

  • This is essential to my game because I need a reliable way to store user data that can be accessed from any device. Online in a database is the only way.

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  • My game has a google login feature in it. This was done using the authentication firebase plugin. When the game is not hosted on the arcade, it works just as it is supposed to. You can find that here: http://bit.ly/spacearena. However, if it is hosted on the scirra arcade, the window pops up but it doesnt let me click an account to log in with. You can find that here: https://www.scirra.com/arcade/action-ga ... arena-5048. I think this is a website issue because when I open the chrome console it shows "Blocked form submission to 'https://accounts.google.com/AccountChooser' because the form's frame is sandboxed and the 'allow-forms' permission is not set." This is a major part of my game and allows for cross-platform syncing.

  • I am working on an online game game called Space Arena (name could change). I need new graphics, but besides this, I have most of the singleplayer and user data done. You can find it, as well as the capx on the arcade here: https://www.scirra.com/arcade/action-ga ... arena-5048. You could also find it on fullscreen here: http://bit.ly/spacearena. The user will earn money depending on how they do in the game, and xp for playing games. These will be used to unlock more spaceships and to upgrade them. If you login, you will be able to customize your username, and your xp and money will be synced across devices. If you have any ideas or find any bugs, tell me!

  • Why can't the built-in pathfinding behavior do what you want? It could handle the kind of map you showed, providing you used a small enough cell size.

    The reason I wanted to use the custom behavior is because I need the pathfinder to be able to calculate quickly when objects block the path, see my original message. Also, I need a rocket that can calculate a path quickly as its moving so that it can keep up with the player inside the maze.

  • I don't think a plugin could be made to understand a tilemap like that. Your image is vague but I guess the walls are on the edge of the tiles? No idea if you can do this with existing behaviors, but what you'd need to do is loop over all the tiles of the tilemap and build a mesh of movable area and then pass that to the behavior.

    Or if the existing plugins can't do that, it's possible to do it with events.

    My tilemap is made out of those 6 tiles, some are rotated. You can take a look at what they look like by checking out my game here: https://www.scirra.com/arcade/action-ga ... uble-2-155 or by taking a look at the mazes being generated for use in-game here: http://bit.ly/tt2mazegenerator

    Can you give me an example on how I would 'build a mesh'? I tried to use sprites but it proved to be very laggy because of the amount of sprites on-screen.