d939569e84594e1586eac3e65e28dfb2's Forum Posts

  • I am not sure what your first question actually is, can you explain better?

    As for text making your game heavier, text is pretty small compared to images. Unless you have millions of lines of text, it is "light." That said, depending on how you process said text, will make a big difference. For example, a while loop that goes through millions of characters one-by-one, could take awhile.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • sweet, good stuff

  • Yes Or No: https://play.google.com/store/apps/deta ... edev.yesno

    Yes Or No Adult Edition: https://play.google.com/store/apps/deta ... yesnoadult

    Both are simple, simply given a Yes Or No question. Your answers are then compared to the average person.

  • > Sorry to say it, but this is a stupid idea. It would be a waste of time and resources.

    > Like other people said, you can get a cheap Windows tablet, use Team Viewer or have C2 on a stick and continue your work on any PC.

    > Also I seriously doubt you can do anything productive on a <5" screen.

    >

    Am so glad that stupid idea and waste of resources are becoming a reality

    Anyone who does not think you can do something productive on a <5" screen isn't thinking outside the box. Is it ideal? Nah, but it is great depending on the circumstances

  • Proper refactoring and code editing has been something Tom and Ashley have slowly improved in C2. It is one of my pet peeves with C2, I hope it does get updated with better code editing (not just C3, but C2 for us not moving to C3)

    For example, if I have a block of code that uses a local variable, if I move it all together, my local variable drops and some code does too.

    If I move a chunk of code and get a warning that some code is dropped, sometimes it is not actually...I have to undo/redo several times to see if anything changed.

    It would be great to be able to move code around, cleanup code, move code to different groups/subgroups and event sheets without issues.

    Basically, with how the editor is, you are stuck with it... Once you code in a sheet, it is there forever without a huge risk of breaking things or lots of effort to move it.

    Plus the issue with function names, objects, etc. sometimes the auto complete stops typing if there is a _ in the name. Backspace and the auto complete stops working. Being able to change function names (refactor) should be a primary function in any serious IDE.

    Being able to move objects around, put them into folders, sub folders, rename them in bulk...this takes so long. Why is it, I have to move objects in the project one-at-a-time, and then the whole folder structure repaints. If you have a large structure, it takes forever to move things around. It is really aggregating.

    The above are all updates I would pay to have in C2. But not worth going to C3 for (if C3 even fixes the above)...

  • mobile support would be awesome, if implemented properly.

    I have no plans on C3, just came here to say there are some that would use (and currently use) mobile support to check on their games, make changes, etc.

    delete.

    One of my favorite things about C2 was the one time fee. Everything is moving subscription based, so it is not too bad...It is a new version so I am OK with this.

    What I am not OK with, is the browser based usage. Will C2 still be supported, if so for how long? I won't be using C3 if it is only browser based, I will stick with C2 until the last of days.

  • lol just checked my messages (very busy over the holidays! then i got a new job!!)

    didn't get my pm.

    and hope you had a wonderful honeymoon! ^_^

    Sorry about that, just sent you the code via PM.

    Congrats on the job!!

    And thank you, the honeymoon was amazing

  • Out of curiosity, with what device do you try? We have more issues with IOS using their AirConsole app, fewer issues on Android using their same app. I'm going to Ludicious game event today and should meet them, maybe I can discuss a little

    It is hit or miss, but using Android 4 built in browser, the game failed handshake a lot. Using chrome on Android, it connected often. Windows 10, it worked almost every time. I have not played around too too much in terms of handshake - I was really going on the assumption it would work better once uploaded. I can work around it to hopefully make devices always connect (such as the checking onconnect method I mentioned earlier).

    Do you know if it is a construct thing, or it is widespread to full HTML/JS apps too?

  • Yes you can upload your game without publishing it

    Psychokiller1888 hi there, I just confirmed, even when testing on the airconsole.com/developers page, you can still get the handshake issue

    i have not had any messages between the screen and controller drop, only handshake.

  • yes please.

    100x yes.

    it would also be nice to be able to move events to other sheets, without losing variables... so annoying

  • +1000 for the cache issue. Better yet try in private mode. Device join does fail on simulator, I reported that looong ago to airconsole... There are different hacks possible to overcome that and I like your onConnect idea, but then again, once uploaded it won't fail anymore. Same for the simulator connect/disconnect buttons, they do what they want, not what you expect. Then, the simulator highly depends on the browser, I had 0 chance running it on edge, works 50% on chrome....

    I'd say that in the actual state I won't try to debug that, imo the problem lies on the simulator. I should make my new plugin public in about 2 weeks and we'll see then... The new one cleans the mess with message key and stuff per Exemple. I should meet with airconsole on Feb 26th, I'll have a word concerning that issue

    Interesting. Good to know, I won't worry about it for now. It would be good if there was a way to upload a "beta" version of the game to test it for real (without the simulator). Well...maybe there is and i am not aware of it.

    When I looked at the testing page, all I found was using the simulator, so I assumed simulator is the only real way except for uploading for real to the airconsole store.

    So far, pretty slick. I am loving it.

    EDIT: I reached out, apparently you can test your app live at airconsole.com/developers. I will try this to see if the connection issue goes away.

  • I have not seen this posted yet, but has anyone had any issue with "OnDeviceJoin" failing to trigger sometimes?

    I have not tested this in real world scenario, only the simulator.

    I took the pong example, added a browser.log and simply put "Device joined" in the trigger event. If I add, say 5 devices, at random only some of them process this trigger. Maybe device 3 and 4 don't show the browser log, but 5 does.

    Thoughts?

    Edit: Interestingly enough, if I check the connected device IDs, the missing ones (the ones construct did not get the handshake or the device join trigger for) are listed. If I reconnect that device, it will sometimes connect.

    Looks like I can get away with hacking away at the code, but it is not as clean as simply using the deviceJoin trigger.

    Edit Edit: Psychokiller1888 some interesting stuff here. I added onConnect to your plugin, to try and debug my issue above. I am not able to get a device to connect everytime, but what is weird is why the handshake is sometimes failing. Through debugging it would appear that the controller sends the handshake (or atleast tries to), but the screen never gets it. When this happens, the onConnect saves the day (on a high level, I am using both Device Join trigger, and a trigger I made for OnConnect, in order to solve the issue at the moment).

    I don't know why or how this is possible, I am hoping it does not mess up the actual messaging beyond the handshake. I am too tired to go further at the moment, I will try again tomorrow (it would appear, messages are fine, just the initial handshake has trouble sometimes).

    Tip for anyone starting out, add a version tracking number on the screen, so you know if your cache cleared or not.

  • No, I'm not affiliated to them, but there's not really support here at scirra, but users... They are more active on other channels like reddit or stackoverflow. I've asked them to be an ambassador but got no reply. I help because the most of the plugin is made by me

    you did most of the plugin work? a big thanks to you! I was up late last night learning how to use it. great work!