DatapawWolf's Forum Posts

  • Exactly as the title says. For some reason my friend cannot open the *.capx file I send him without it crashing his C2 (updated to my version) in some way.

    I was hoping I could get someone to test this by having them try opening up my project.

    I've pretty much stripped out events and such that I need to keep to myself. The game may not run but that's not an issue. It's just that according to him he can't even look at the events and close the program without it freezing at some point.

    Any help would be appreciated! :)

    Test *.capx: https://www.dropbox.com/s/mueut9920h5dmf4/test.capx

  • You need at least a "For each" right after your pick so you can iterate over each instance.

    blackhornet Yup! That solved it:

    Though I'm still really stumped. Basically picking in an event and then picking again in a sub-event requires you to tell it to look through the instances again?

    Windwalker yeah that's the same thing my friend suggested when I showed him what I had done in the top screenshot.

  • After a looooong and frustrating gloss over the math functions in my program, I realized finally that picking objects by IIDs using, say Sprite(0).X does not work when I try to get the data using Sprite(int(tokenat(Sprite.string, 1, ","))).X by running the below events with more than one object at the same time.

    So I'm fairly sure that either nothing is happening, or it is picking incorrectly, because the expected results when I just do it by hand never occur.

    Here is an illustrative example:

    Basically, the reticle sprite is created as expected when I activate and populate my "actionQue" one at a time. However, when I populate both at the same time, it can suddenly not correctly pick the data of the object with an IID of 0.

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  • This is great! Thanks for the post, mbe, I wanna take advantage of this soon.

  • megatronx I suppose you guys are the ones missing these posts, then. I simply look at the new posts page:

    Until I find the last thread I looked at. It doesn't take that long. Maybe users just need more education in forum usage?

    Btw, I have bumped "advanced" questions multiple times with no replies, and they were in the first page for a couple days. It's not that they're getting pushed to other pages. Trust me.

    An advanced subforum might help, but the only reason I can see that happening is because it'd be more like a hangout for "advanced" users rather than a place where "advanced" questions are actually located.

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  • * Very rare and paid items will give to the player X-Ray for 1 to 1.5 seconds of exposure;

    * Points can buy paid items;

    * Money can buy paid items and help to improve the game;

    wasn't aware the people designed games before even an alpha to be pay-to-win. ;)

    I'm kind of kidding, but other than that, do you have any good gameplay videos of the game? I'd be interested in seeing exactly how it's played. :)

  • but there are things important to long term construct users that get lost.

    t's not that they are getting lost, it's that they just aren't getting replies.

  • I second Rushino, and I think the ability to launch a server with the multiplayer plugin would be amazing. But I don't think it's technically available. Someone would probably have to code their own open source server specifically for the C2 engine to connect to. Otherwise we'd be stuck with having to load up a modified peer to host everything, which IMO would be awful.

  • bump

  • SgtConti [quote:387h3kzo]can a real time game such as an FPS give good performance over a TCP connection?

    Real-time doesn't necessarily mean a 3D FPS. It could also mean a 2D sidescrolling RPG, which again, you'd be fine using TCP.

  • woddakota unfortunately the licensing agreement of the free version doesn't allow you to accept money for anything created using Construct 2 without a personal or business license. :p

    And since the official one has UDP and S.IO doesn't have it, S.IO is unsuitable for real-time games.

    hat's a myth. TCP is more than suitable for real-time games.

  • woddakota could you get them to donate say, after purchasing a license?

    SgtConti neither is "superior." They are both good for different projects. :p

  • If you want to make it with Socket.IO and Node.JS you should take a look at this tutorial:

    https://www.scirra.com/tutorials/571/modded-socketio

    re you going to continue support for the plugin?

    Please note, with the arrival of the new official Multiplayer Plugin, i WONT Recommend using Socket.IO anymore.

  • Ah, thanks for the correction - didn't realise a chatroom would be simple.

    ell, a simple chatroom would be simple. I mean, the multiplayer chatroom example itself is under 100 events (~38) and can be previewed by free users. Unfortunately it's not exportable due to free restrictions, but with work and progress and something to show, by the time the 100 event limit is reached, the project should be decent.