Give me a Pixel's Forum Posts

  • So, maybe I should create a PlayFab account and then use AJAX to retrieve the data?

    Also, would I be able to do things like login to your account on any device via a username and password? It would probably be similar, right? And yeah, I don't want to spend any money yet, that's why I mentioned PlayFab.

  • Which one would be the easiest (and least expensive if they cost anything)? I looked at AJAX on the manual, but it was way over my head. Can AJAX store my data or do I use it to retrieve data from a server?

    Thanks,

    Give me a Pixel

  • Thank you I will look into PlayFab.

  • Hello, I was wondering how I could do promo codes in my game where you type a promo code into a text box to get a reward. That I can do. However, I want the codes to be a one time use and I can give away codes to people. The game is not multiplayer. If you need more details, I will gladly give them to you.

    Is this even possible to do? Thanks,

    Give me a Pixel

  • Maverick1912

    I implemented that into my game and it worked very well. Thanks again.

    I have another question: do you think I should use Scirra's multiplayer or Photon multiplayer? I know in Photon that if the host leaves, the peers can keep playing, unlike Scirra's- that's a huge plus. Also, do you know if Photon could store data so I could do like a chat or messaging system, or maybe even clans? {Sorry, there were two questions ;p}

    Thanks,

    Give me a Pixel

  • Thanks so much!

  • How will that work? Can you give me a quick example? I've never used text files before.

  • Hello,

    I have recently been developing a multiplayer tank game called Tanks Multiplayer. I have not started on the actual multiplayer programming yet, I'm working on the workshop. The workshop is the first page you will see when you open the game (similar to most similar games such as World of Tanks Blitz or War Robots). In this layout, you will be able to upgrade and modify your tank.

    On the left of the page are (at this point) nine buttons. When you click one, I would like it to pull up a scroll-able list of upgrades related to the button category on the left. In the list there will be a section for each upgrade(e.g. for turrets, there will be machine gun, cannon, etc.) In each section, there will be an icon at the top, a description, stats, upgrade/purchase cost, and an upgrade/purchase button.

    I am not sure how the best way to accomplish this is. Should I try to make an array with all the data for the lists? Should I hard code it? I don't want to do a layer for each button.

    Thanks in advance,

    Give me a Pixel

  • No problem!

    Scirra Arcade

    My website

  • I'm planning on creating Cops and Robbers 4 in the near future. If you have any ideas of what I should add to it, please post here. Note that not all suggestions will be incorporated. The ideas I am thinking about now are:

    - Nighttime themes for select layouts, full lighting included

    - Physics for the cars (If you have any tips on giving them physics, post [url=https://www.construct.net/en/forum/construct-3/how-do-i-8/car-physics-152576[here)

    - If physics is incorporated, a semi vehicle with much density

    - New maps

    - New map themes (e.g. desert, icy, forest)

    - New powerups (right now I can only think of an oil slick powerup)

    Like I said earlier, I am looking for ideas.

  • Updaate 1.2:

    - added Rocket powerup

    - added new key for built-in powerups

    - added built-in road tacks to cop cars

    - the cop can now catch the robber while the cop is in a car

    - added level selection menu

    - changed default controls

  • Hello again,

    I have made some progress on the car physics. However, they are not at all like they should be. Can anybody see if they can make the car move more realistically? Also, if you are going in reverse, the controls are not reversed like they should be.

    LINK

    Thanks in advance,

    Give me a Pixel

  • Yeah, same.

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  • Yes, I have noticed that same thing for a while now. A temporary fix for me is to add the object I am debugging to the watch list, then switch over to the watch list. I think the problem is just that there is so much data being processed, it goes slower. Since there isn't nearly as much data to process in the watch tab, it usually doesn't affect game FPS too badly.

    Give me a Pixel

  • I found your problem. On start of layout you pinned all the fire objects to the first list object, since there was no picking which one, construct just picked the first one. To fix it, make event 1 look like this:

    + System: On start of layout

    + System: For each fire

    ----+ fire: Is overlapping list

    -----> fire: Pin Pin to list (X: True, Y: True, angle: True, width: No, height: No, Z: False)

    Hope this helps,

    Give me a Pixel