broknecho's Forum Posts

  • Tony80 Ashley Yeah I can confirm that my iPod touch on iOS 11.1 still does not have the updated Safari.

  • Excellent! Thanks as always Ashley!

  • Problem Description

    Multiplayer does not work on Safari 11.x or iOS Safari 11.x

    Attach a Capx

    Just tested the included Muliplayer templates. No need for a CAPX of those

    Description of Capx

    Included Multiplayer templates

    Steps to Reproduce Bug

    Safari as Peer

    • Start any multiplayer template on Chrome
    • Join game so that Chrome becomes the HOST
    • Join that running sample from Safari 11

    Safari as Host

    • Start any multiplayer template on Safari 11.x
    • Join game so that Safari becomes the HOST
    • Join that running sample from Chrome

    Observed Result

    In either scenario, the Multiplayer -> On Kicked event is called which describes it as "either could not connect to host or host quit". The Safari browser is given an ALIAS so it does seem like the connection is starting, but seems to fail when trying to connect all the clients together.

    Expected Result

    Should be able to connect clients from either Chrome -> Safari or even Safari -> Safari

    Affected Browsers

    • Safari: YES
    • Chrome: NO (Just used to test cross browser play)

    Operating System and Service Pack

    OS X El Capitan 10.11.6 - Safari 11.0 (11604.1.38.1.7)

    Construct 2 Version ID

    244

  • ahh guslarsen that makes more sense. If that is your default view, then it might not be loading for you correctly. This what you should be seeing by default:

    as LittleBuilder says though, if you can reactivate the bars from the MENU -> View -> bars buttons, then you should be good to go.

    If you can't reactivate the bars, you would want to submit this as a bug in the bug reports forum. Your post was a little misleading without a picture since the C3 interface is relatively the same as C2

  • All of these windows are in the same locations as they were in Construct 2.

    Project Properties - Properties pane is defaulted to the top left of the interface. You have to select the top level node in the project pane to have the properties pane update, exactly the same as C2

    Layers Properties - Same as above (although click on a layer in the layer pane)

    All other windows - Same as C2. keep in mind some are disabled in the free version but can be seen in the MENU -> VIEW button.

    Adding new layers, layouts, event sheets is done by right clicking and use the context menu. This is different from C2 as there is no longer a button bar on each pane (which de-clutters the UI quite a bit)

    Hope this helps!

  • I would love to see this but I'm also in that lower % of users that ends up using some kind of automatic building.

    But really having the GUI just wrapping a CLI is actually fairly common. It all depends on how far along Ashley is in his design.

    It would be amazing workflow to just be able to push to a repo and have another service actually do the building. My larger projects are starting to take a long time to export. Automatic building saves quite a few cycles in a dev's day. Once that build is made, automatically kick off a itch.io Butler CLI and then your game is already deployed to a game portal.

    This would also help beginners start to become intermediates

  • I'll send over what I have Artpunk to rex. You are right that I was working on it but got some paid work coming in so I had to put it on hold. I was able to successfully clone the current plugin and get the new plugin to work with a sample game on Kongregate.

    The rest of the API seems pretty simple but I really have no time for about another month. Unfortunately I was also attacked from someone on this forum when I tried to point out some issues and I won't tolerate that. Sorry about that but it's not a total loss of time. I will talk with rex!

    Wish you the best in your games!

  • Artpunk Yeah for sure! I've already started updating the current plugin as a V2. I've signed up on Kongregate to start the process of getting a game up there to test it. I'll let you know when I have something to test. Probably within the week or so. Got soooo many projects on the go right now but there might be some quick wins especially if we get a list of needs from current Kongregate users. I'll look at posting the Plugin on github and then anyone can fork it and keep it updated if I don't have time to.

    DatapawWolf I did mostly mean that as a joke as there are some hostile posts towards Scirra in this post...but really the 3 happy faces was my feeble attempt at internet sarcasm.

    Irbis Sorry for the tone of that PM. Didn't mean to offend you. No hard feelings. I hope you read the full PM sometime to realize the message was positive in the end

  • I took at look at the API documents for Kongregate today and the public client side calls don't really seem to be that difficult to implement. Seems to me that since Kongregate is a portal, they do most of the heavy lifting like posting the interstitial ads and such over top of your game.

    Given that I have never used Kongregate before, It'll take some time to mess around with that too.

    Won't guarantee anything but the simpler client side api calls don't look too difficult to implement.

    My bigger concern is that I would want everyone to use the plugin except Irbis because online attitude is just as important as an in real life one. I should spend all the time developing a way to lock people out of using the plugin.....that would be time well spent

  • calebbennetts Haha thanks! Well it's definitely hard to get the word out. I definitely don't spend enough time on marketing. Having a day job too definitely eats away at my time.

    Subscribe away on Itch.io as I'll be posting a bunch of new games soon!

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  • https://itch.io/ is probably one of the best online tools for games right now. Lots of options for customizing your portal and easy to build a community around your games.

    Edit: I post all my Ludum Dare game jam games there for example of the embedding right in the page: https://broknecho.itch.io/

  • Oh man this is great! Well done LaDestitute!

  • Almost had this entry ready for the COMPO but just missed the deadline. Took the extra time to add some tutorial messages and general cleanup. Super fun to work on.

    http://ludumdare.com/compo/ludum-dare-3 ... &uid=45690

  • Alright I was fiddling with this more and the overlap condition in construct just reports ALL sprites that are overlapping and it's difficult to compare two objects of the same type with that. I don't see a reason why instead of using an instance variable, you just create a separate object, Doing this allows more power anyways and simplifies all that code I posted earlier to just this:

    Sprite3 would be your "Flag=1" objects. Where the Sprite would be your "Flag=0" objects. Which gives this result:

    This greatly simplifies your task and I believe produces what you want. If you ever needed to change an object your can just spawn a new one and delete the old one in it's place if needed. Instance variables can also be added to the https://www.scirra.com/manual/142/families if you have access to that.

  • Hmmm well I think it might be a limitation in targeting web techs for the output. Because of that, you are at the whim of the technology itself and how it handles multiple windows.

    So for example, you can create a "popup" in a web browser but there is a disconnect there from the child window to the parent window that construct would have to handle. Construct doesn't support this right now that I am aware of.

    Now consider that on mobile, how would you even achieve that kind of popup?

    Now consider desktop with NWjs. NWjs would have to support opening a new window which might be possible but then Construct would again have to deal with the new child popup window.

    It's not really an easy problem since the deployed platform controls so much about the windows container that the construct instance live in (i.e. Desktop, web browser, mobile).

    The Multiplayer side of things is probably still the way to go for a realtime second screen. Could even have your main screen on your computer and then have the second screen on a tablet using that method.