DuckfaceNinja's Forum Posts

  • Based on post from nimos, I assumed you implemented it, LocalVariable always reset to it's default value, while StaticVariable does not, so you need to reset those variable in the For loop action to make it behave similarly to your old version.

  • I think you took the wrong idea with the "share capx", it seems you shared the full game, somebody might stole it and make it theirs though. It's your hardwork, don't give it away like that... You should present a minimal capx on the mechanism instead.

    Anyway back on topic, I tried to run it, I don't think the problem is somewhere at your bookmark, it's too much to look at. Based on what you say is, the problem might be somewhere at the jump mechanic, as I tested below:

    Before jumping, animation is incorrect for attack and roll, character movable.

    After jumping, animation is correct for attack and roll, but character is no longer movable.

    Jumping while crouching, collision bug.

    I'm not being helpful here but it feels like you haven't made it complete yet rather than made something wrong.

  • [quote:uih1xnrd]StatInboundBandwidth

    StatOutboundBandwidth

    Return the total estimated inbound and outbound bandwidth for all data transmission through the Multiplayer object, in bytes per second.

    StatInboundCount

    StatOutboundCount

    Return the total number of separate inbound and outbound messages sent and received by the Multiplayer object. This includes internally-used messages for things like ping and synchronisation; generally the bandwidth is the more practically useful statistic.

    Above is the excerpt from the manual, so what I'm trying to achieve here is calculating the total size of transferred data. I'm not sure whether this is doable or not, I've been trying, it seems I never get the math right for some reason/limitation. I've used events like every 1 second and all condition I can think of, but never seems to be plausible.

    I need to start fresh with the math, so can anybody throw me some math expression to calculate this correctly?

    Note: This is none important for game mechanics, but I think it will be useful to gauge the requirement of your game in terms of bandwidth. This is not an issue if the game is PC based, but for mobile, it might be important to gauge some game that throwing array.asjson in and out since mobile sometimes are limited in terms of available transfer quota. Think of Clash of Clans, it's the only game I play on mobile, and it can easily go over 500mb in a month of play.

  • QuaziGNRLnose I've been following the Q3D thread quite sometime now, so far I'm impressed that you made 3D possible. I have a few question though, are going to take Q3D as a serious commercial commitment?

    I'm interested to purchase it, but I have no use of it now as I'm currently hooked up with MP now (3month and counting), I would be eternally grateful if you can come up with a manual (make it publicly available) up to official manual standard at least, or the more elaborate the better.

    Maybe it just me but I'm a person who read the manual before purchasing something, think of it as a selling point.

  • I never tried this but just an idea/theory you could try, make an invisible object that is finding a path and the object will spawn "checkpoint" which the actual character will move to the min(iid). If the invisible object stop,rotate,return same path, make it destroy the checkpoint on collision. I think this will work if the invisible object move fast enough. Probably works in confined path only, not sure if it is good for open space.

    Try it, see what happen and let me know

  • Actually, I can't see that Flurry have any analytics support for HTML5 games. Looks like it's all for native.

    I don't remember where I got my flurry plugin, it's somewhere in the forum and it works the last time I tried it, I'm not a guy for techy stuff, just a user, so I don't really have anything to say about that. I was thinking that probably you can adapt the existing one given that the creator allows it, sort of like what you did with cranberrygames.

    Actually the point I'm trying to make is about the statement "Even if it does lack a bunch of features that the others take for granted", and my opinion is C2 missing analytic as a major category/features, I feel that C2 should have it, supporting one at least.

  • Why do we need to use the latest beta to upload our games?

    This is exclusive for bug reporting only to see whether the issue have been addressed or not. The stable version are meant for those who want to continue developing in stable version. So if you found a bug in stable version, test it in the latest beta, if the bug persist then only you file a bug report, otherwise assume the issue has been addressed for the next stable release.

    edit: lol I misunderstand the first post, sorry

  • Some analytics plugins could be useful since you could set them and forget them in the GUI

    Exactly my point!

    I think a lot of people missing this as an important part of analyzing your game and improve them based on collected data. If you dig up old threads, there are questions like "why are't people playing my game anymore?" which they can actually get answers from analytic, but they don't even know this service exist to help them know. This is something what I call "subtle education through curiosity" since Scirra tagline is "everybody can make amazing game", and to create amazing game C2 need a subtle way to tell those people "hey use analytic!".

  • skelooth what I'm trying to say is, I feel that analytic category is kind of missing from C2, just like monetisation was from a long time ago, we're seeing monetisation getting some love now, so why not to see some bit of love for analytic too...

    I'm saying this because, when I start to get involve into gamedev october last year, I don't even know such thing as analytic, it was unintuitive and took me quite sometime to figure out that this kind of service exist, if only an analytic category was present, I would have been curious about it. It is an important part of any apps, and everybody should know about it.

    The suggestion was not for me, it was for beginners who just jumped in gamedev.

    Think of CocoonJS case, it was hidden so that beginner won't jump into it, same with analytic, it's not there, beginners will not at all think of making use of something that useful.

    Just supporting Flurry is enough for everybody I think, in the least, officially.

  • Thanks for the feedback! When you say "Even if it does lack a bunch of features that the others take for granted", I'm curious which features are you talking about exactly?

    Personally I would say Official analytic support other than Intel AGI. There are 3rd party analytic around, but it would feel much better if I have more option, like having Flurry officially supported by default.

    I'd say analytic is the one being taken for granted.

  • nimos100

    This is very impressive, I think you have the largest gameplay made out of C2. 5049 events was in June, so how many events do you have now? How long have you been working on this?

  • If you're using loop, insert [condition: int(array.at(loopindex)) ≠ 0].

  • Hello,

    How would the json dictionary string be if i want to insert a json array ?

    Thanks

    It would be:

    array.asjson[/code:1bb6e2y8]
  • Maybe you can ask Tom to create and put you in Wii usergroup in this forum, and create private forum, that is one way to do it.

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  • But when i put this event on outside this group (host) object are created but different to each peer

    That is because the peers create for themselves too, apart from those created by host.

    What I meant by "done by host only" is you have to either make use the [condition: is host] or make it exclusive inside the host event group.