DuckfaceNinja's Forum Posts

  • DuckfaceNinja , Actually I don't know what to say since I don't understand SQL & AJAX & JSon etc.. (as my topic says) but what i want is to save data online and retrieve it in my game. Like Online Highscore system. Just To save data online and use it in the game.

    This means you need PHP+mysql, similar to what I need except that I have a considerably much complex ambition to go for. Let see what people have to say.

    There's a possibility that there are softwares that can do this, but I don't know what I should be looking for. So far PHP generator I've seen are not intuitive at all, might been better if I learn PHP through and through, but I'm still hoping that there will be such a thing as PHP in event system exist.

    Been on search a bit just now, a lot of mention on node.js to communicate with mysql though, maybe it's possible to access mysql through javascript after all.

  • It possibly would be hard to make a plugin that can create PHP files. I myself currently trying hard to learn a bit of PHP, to communicate with mysql. But then again, as a non coder, it would be great if I can create a PHP file to communicate with mysql through C2 event system. I'm not sure the degree of difficulty to pull this off, I guess we need some insight from traditional coder from the community.

    Naji how do you intend to use the PHP? I don't get your post, are you trying to create a server side logic or a database server? For server side logic, the MP already capable of that, but for the database, there is no option to have a readable, reliable and transferable database now except if you write your own PHP traditionally and communicate it with sql.

    Let see Ashley opinion on this.

    PS: Anyone knows any IDE or software or whatever that can make PHP much more approachable for a code-blind person like me? Just like javascript to C2 kind of thing.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • As long as you keep your project adhering to this, you should be fine

    Anyway, while your project is still small, I would suggest to start using the Group and comments, before your game events sheet start to becoming an unforgiving spaghetti, trust me on this part, seriously. So far your events looks fine to me.

  • The only problem with having the object spawn the turret is if you later use something that just targets turret, it will affect all turrets in the layout. From what I can see in containers the container should keep this type issue from occurring because it treats the turret in it like a child object...

    As I mentioned earlier, there 2 option, which is picking and container. What megapowerskills did is the picking route which will allow a more versatile gameplay, the very reason why I mentioned it first before container. This way you can create a game mechanic that introduce partial damage, such as you can destroy only turret if only the turret is hit, while other weapon still intact. For container, the effective use of it is as a single objects with parts animated by event rather than animation frames, but if you want to use it just as a single object collision detector, container is the most effective way to do it.

    it will affect all turrets in the layout.

    Learn picking, it is very important and the very core of most game.

  • I am stil studing C2...but as beginner sometimes it's not easy...that's why I hope to get a bit help here

    Look at the new capx...here is the proplem: do U notice the left tank...it falls down(that is what I need)..but the turret NOT! even it is pined...I need the turret falling together...

    additionally: try to change the magnitude in the sine behavior in one of the tanks...the turret is not pined ...it seems to be shiftet...

    thanks guys...I hope to solve the problem

    Nobody can help you with anything unless you have a core understanding on how to use [condition:pick instance]. After that, have a good look at

    container

    from the manual.

    You're not going to solve anything unless you try!

    For kitten sake, I have pointed to the necessary manual section, the shiny glaring answers you're looking for are already there!

    The fact you're still learning C2 is the more reason you have to swim in the manual...

  • When I change the initial value for an instance variable, the dialog changes the initial value for all instances of the same object. I was working on the tutorial "Building a platform game - a beginner's guide". There are 4 instances of the flooring object. When I change the initial values for "floor" and "points" variables, the initial values are changed for all instances. So the last inital values entered are applied to all instances. How do I retain the varied initial values for each unique instance?

    Do not click the object from your project window, click on the individual object on the layout to change them individually.

    You can do this via event too by looping foreach object, set instance variable randomly or use array.at(loopindex).

  • Nobody can help you with anything unless you have a core understanding on how to use [condition:pick instance]. After that, have a good look at container from the manual.

  • My plan is to host multiple shards. Have instances of the server running for different regions of my game but now it seems this might not be possible to do this or at the very least create some big limitations down the road.

    A possible solution is to have a different project for the server. And not have a sound object at all. But this complicates things for end users.

    Hey, I think you're talking about doing shards using C2 MP, the host doesn't have to contain audio at all it's useless. If you still want to develop your project in a single file you still can. Export your game like usual but for your server shards, remove the audio and make your sprites invisible. You should categorize your event into core mechanic, visual effect and audio effect, so that upon exporting for server shard you can just disable your visual effect and audio effect group (or if your events are very modular you can delete them), just leave the core mechanic to run.

  • The thing is, it says 6 but I had like 12 tabs open. And no audio was playing.

    The audio object was not even in use.

    With zero sound playing it makes me feel like it is a construct 2 issue.

    My drivers are up to date.

    Using built in audio on my p9x79 pro motherboard.

    This shouldn't be an issue for any end user. But the server side of things means there could be limitations on how many instances/rooms/ map regions are hosted.

    I think if you ask musician, you could get a good answer.

    Anyway, just my 2 cent, I'm possibly wrong here but here goes nothing.

    I played around some DAW 2-3 years back, thing that I learn is, depended on your sound card, it possibly can handle a limited number of source. The phrase "audio context" seems familiar to me, I think you have reach maximum supported source, that's why you got that error. In your case, amount of source used is 6process * 12 tabs, means you have total of 72 source. A single process could have more than 1 source (precompiled lossless audio), but that is unlikely because your audio should be in the compiled format, so it counts as 1 source.

    As far as I know, modern computer can support either 32, 64 or 128 source. I think your sound card support 64 source as once it crossed the 64 limit, the sound card will just stall. I don't know the max supported source for highest-end card, but professional musician normally use 128, and that is already considered overkill by most people.

  • what if you programmed the exporter to handle it in a different code like the same way yoyogames is doing?

    I mean pure html5 can be good and all, but if a wii or wii u can handle it, why not a playstation vita, or make it possible to make games for playstation vita and 3 and 4 and xbox 360 and xbox one and nintendo ds in the future? *PLEEZE*

    I was at MVA the other day following the C2 course just for fun, and one of the tech evangelist said this:

    [quote:2eb0gk6m]There are plans for the Universal format to support Xbox, but no details have been announced at this time.

    This might be the 2nd console we can reach after wiiu, should be a great news if it ever happen.

    Ashley, does it mean the export to Windows store also deploy-able to Xbox, if they ever support xbox through their universal format?

  • Question is, what would you do a few versions back when Wait for signal didn't exist?

    I did a lot of trial and error and eventually put the mechanism on halt, since I have abruptly failed to get it right. Part of the reason I "swim" a lot in forum is to look for sparks of idea to solve my own problem, one thing led to another .

    I attempt something very similar back then, which is a RPG drag-drop equipping, which recycle sprites for left and right side, the mechanism is crazily similar that I'm eager to revisit the project. Btw, it's a robo-rpg with extendable appendages.

  • Line11 is a great trick! Never thought of it!

    It's a nice learning material, thanks R0J0hound !

  • Wow I like the fact that the GUI looks like a hand held console! Great idea!

  • I am slow on my fronts today but I only see an Edit - Report - Report with Quote

    That is only possible before anybody replied. So you missed it.

  • stonefreescirra did you know there's a button to delete your own thread?