bolosaur's Forum Posts

  • Yeah I already checked for false positives and also contacted Notion Games. What I've found out from forum topics on Avast is that an advertisement seems to be generating the problem, but I cannot confirm anything at this point since I still can't visit the page. Hopefully someone will be able to look into it.

  • It seems that it was a permission issue, and that you have to allow the executable to be run as an executable, but now my issue is instead that the 64-bit version doesn't open in fullscreen as it should and does on other systems, and the 32-bit version doesn't run at all. :-/

    Any ideas?

  • I don't know if that's the problem, and the provided steps on that page aren't detailed enough to be of any help. :-/

    Here's to hoping someone can provide more info. :-)

  • Hello,

    I tried to build my game using node-webkit, but upon trying to run both the linux32 and linux64 executables in Ubuntu, it merely informs me that no application can be found that'd be able to run the file, and asks me if I want to look for it online, after which it finds and allows me to install PyPar2 which in turn only tries to extract the executable as if it were an archive.

    How can I get Linux builds to work?

    Thanks

  • Hello,

    When I tried visiting notiongames.com as suggested by the Super Ubie Land ad showing on scirra.com, Avast warned me of a trojan that the page tried to download onto my computer in gzip format via JS.

    Since my virus program won't allow me to visit the site anymore due to the threat, perhaps someone from Scirra could comment on this?

    Cheers!

  • Hello,

    I've been spending the entire day trying to come up with a system for sensing how many touch inputs there are, which direction they are moving in and at what speed. However, whenever I've gotten a system working, it seems that I get completely different behaviors when testing on iPad or iPhone.

    I can't seem to understand exactly where the difference lies, so I'm wondering if anyone else know of any differences between how the official Touch object is treated by iOS compared to desktop browsers?

    Thanks in advance.

  • Bump.

  • I'm still getting this problem and it's preventing me from progressing with my game. This is a huge problem for me and I don't feel like constantly remaking my project in an attempt to remedy it.

    Can something be done to fix this?

  • Bump.

  • While an OSX version would be cool, I think it's reasonable to expect people to be able to save up for VMware Fusion and Windows 8 licenses. It's a solid solution for Construct 2 development and has the obvious upside of allowing you to run other Windows-specific software as well.

    I think this is something you have to be aware of as a user of an OS that doesn't even hold a quarter of the market shares of the leading OS.

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  • I've had awful experiences with YoYo Games, but I still don't think it's particularly constructive to argue for the superiority of either product. You pick the right tool for the right job, so there's no reason to put down other brands (unless there's a very good reason to do so).

  • bolosaur - isn't PubNub a commercial solution? Considering that I'd most likely want to have my game as a one-time-purchase I don't think it's an option - in a long run such solution most likely would be unsustainable (especially considering a very limited amount of slots - I already can see a scenario when in first 2 days everyone rage because they can't connect, and in after a year I have to pay from my own pockets for a server because people buying game don't cover the maintenance costs).

    Well sure. I figured that there are already a couple of solutions to choose from in regards to client-to-client networking since it requires less functionality to be implemented, so I'm aiming for something that's a bit harder to attain. At worst I'm pretty sure you could extrapolate a couple of the solutions used in my project, perhaps by replacing PubNub with a different networking layer.

    Anyway, didn't mean to go off-topic if you're only interested in client-to-client networking. :-)

  • I'm working on providing a solution that relies on PubNub, which is why I posted this thread.

    I've currently got a fully functional MMO platform with PHP- and MySQL-based user authorization up and running. However, I'm not going to release it until it's been refined and worked over with the input of more talented individuals than myself (and that's not something I'm going to make an exception to).

    However, PubNub is fairly easy to wrap one's head around, so give it a go and I'm sure you'll find it more than sufficient.

  • Bumping this so we can have a proper conclusion in one single thread.

  • Thanks for that clarification.

    You said something in another thread about not using passwords at all since it'd be available in the user's dev console at any time, or something to that extent. What about that?

    The way I do it now is I have a single index.php which is used for logging in, authing against a MySQL DB, returning a session string, loading the game (via echo from wihtin the PHP file) and passing that session string into the game by setting it as a cookie with PHP, and then loading it up in-game by using the Cookie plugin.

    What is your take on such a solution? Better or worse than what you just suggested?