gumshoe2029's Forum Posts

  • Thanks for replying ASHLEY.

    We will just use a stripped down AJAX API for now, until we are making money and have the time to build a centralized Multiplayer plugin. Hopefully, we can make it generalized enough to allow people to plugin their own APIs to use this future plugin.

  • Lordshiva1948 , your link is no good, and I don't see any AI in your dropbox portfolio.

  • So this is a more specific version of other posts relevant to this matter.

    The other posts that I read had Ashley suggesting that you use a browser on the server to serve as the "host" peer, but that is not really a good option for us, since we are using a GUI-less Linux server and a lot of Java backend code that is taking up most of our current CPU/memory resources.

    Is there anyway to do this short of completely reverse engineering the WebSocket API that the the Mutliplayer plugin uses in order to try and mirror the host's messages from one centralized server? Sadly, all of the Multiplayer examples use wss, which means that I would have to figure out how to plugin SSL certs into Wireshark to get at the messages being passed back and forth.

    If I can't get this figured out, we are going to fallback on some kind of AJAX solution for now, because I don't have the time to build a completely new WebSocket plugin for Construct.

    Or perhaps Ashley can give us an API (or some kind of text file showing messages passed to/from an example host)?

  • Remember KISS! Keep It Simple Stupid. (Not calling you stupid, that is actually what this acronym stands for)

    If you use rex_time or rex_date, it pulls that time from the players local system clock, which means that they can manipulate the clock to hack your game, like this:

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    Games are complicated enough to make, you should always be looking for the easiest, simplest, and stupidest way to do things. Like my mentor said: "I know my code is stupid, but it works."

  • This is a customized hack solution that we developed for our game to make it fit on any screen.

    You basically have to rinse and repeat the event blocks in that example for every UI piece that you want to auto-scale.

    It's a lot of work, but it has worked flawlessly for us thus far.

  • I would use JSON text for describing the state of your characters. Then you can use loops to iterate over a given state and do if statements on specific loops.

  • If you want multi-platform support, you will have to use a server.

  • What is the problem? You don't exactly explain how it is supposed to work?

  • You have to make an isometric terrain sprite with a bunch of frames of identical size/shape and with common borders (such that they can be tiled randomly without odd graphics bugs), then use something like rex_board & rex_SquareTx (in isometric mode) to place randomly selected frames of that sprite at each location.

  • Or you can just make your game auto-scale every UI bit.

    Then your users can play it on any device or any screen size.

  • What I ended up doing was testing if an invisible object following the mouse was within 10 pixels of the border and killing the player

    As the urchins say, "Savage."

  • All knowing Google knows all: https://www.google.com/search?q=how+to+ ... 8&oe=utf-8

  • Do you have a sprite avatar for each character?

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  • with the Mutliplayer plugin?

  • Reverse engineer an existing Plugin and it will make the process of making new ones 100x easier.