iznaut's Forum Posts

  • Here's a pretty odd problem that I've been considering for a while...

    I'd like to make a sort of mini-game collection that other folks can contribute games to. There would be a "framework" project to handle menus, but I'm having a hard time thinking of a way to add the games that's reasonably easy to maintain. My two theoretical options are 1) merge the mini-game project file with the framework and 2) run the exported mini-game in an iframe within the framework project (and communicate states between them with AJAX calls).

    I spent a fair amount of time attempting option 1 (wrote a Python script to shuffle two .c3p folders together) but that got messy quickly and ultimately felt like it wouldn't be a sustainable approach.

    So, for option 2, I'm curious is anyone has any experience doing anything like this and if it sounds plausible. It would be nice to handle this project entirely with Construct 3, but I'm also open to making the framework portion in some other engine/language if this doesn't work out.

  • Could you use the Paypal API? It might take a little coding, but it should work.

    Oh, that's a good idea, thanks! This is kind of an experimental idea that I don't expect to make any actual money off of, so I don't want to sink a lot of time into developing something extra, but that's a good place to start.

    I'm curious if anyone else has done something similar and can save me a bit of time.

  • I noticed there's a plugin for Mobile IAP in Construct 3, but is it possible to use this (or another plugin) to do microtransactions through a build embedded into a web page?

    This is very cool and exciting, thanks for giving us a more official place to suggest and vote for new features! I hope it sticks around (unlike the past attempts you mentioned) and the community uses it responsibly.

  • what happens when you try running it?

    I've ran stuff on linux in a vm, but the webgl effects would not be working.

    Nothing. Just double clicking the nw file in the folder does nothing and when I try running it from the terminal (per the instructions on that post linked a few times above, changing permissions to execute and using "./nw"), also nothing.

    Have you tried building something recently? I'd be curious if anyone here has and could confirm that it works at all, even with an empty project.

  • > Has something changed since then?

    >

    Probably. My Java mentor said, "Two years is an eternity in the computer world." So, a few months is still a good amount of time.

    Here are some quick links I dug up on Google:

    how-do-i-run-a-game-on-linux-exported-via-nw-js_t167345

    http://forums.rpgmakerweb.com/index.php ... ther-tips/

    https://github.com/jaredallard/nexe

    https://github.com/nwjs/nw.js/wiki/Appl ... ws-and-OSX

    I linked that Scirra forum post already. Was not helpful. Nexe sounds vaguely promising though, thanks.

    Ehen you export as Nw.js , It works with windows and linux, in fact, Nw.js is made for Windows and Linux, but not Mac

    I'm aware that NW.js is supposed to work on Linux, but my exports don't.

  • I've got a circular character with a cannon attached. The player can "roll" this character back and forth, changing the orientation of the cannon.

    When the cannon is overlapping the ground and the player shoots, I simulate a "jump" command on the platform behavior, making it seem like the player is being propelled upward by the cannon blast. The only problem with this is that it's always a straight up jump, regardless of what angle the cannon is pointing in.

    What would be the best way to make this jump angled based on the cannon position? I assume I'd need to manipulate some combination of vector x/y, but I don't know how to calculate that in real time based on the angle of the player (who has the cannon pinned to it).

  • I've never been able to successfully run a Linux build. What am I doing wrong?

    I found this post from just a few months ago and followed all the steps multiple times, but no luck:

    Has something changed since then? I'm using the newest stable build of Construct 2 and I believe a pretty recent NW.js (no more than six month old, definitely the same or newer than the version referenced in that post. For testing, I'm using a recent Ubuntu installation on a VM.

  • Cool, I'll try that. My question still stands though: Is right click treated as a "tap" instead of a hold (like left click seems to be)?

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  • I made a game a while back that was intended for a touch device, so (obviously) I made heavy use of the Touch behavior to handle inputs. Recently, I made the game available to non-touch devices via browser, which seemed like it would be an easy translation since Construct 2 allows left clicking on the mouse to behave as a touch input.

    You can play the game here: https://virtually-competent.itch.io/tune-it-up

    However, one of my friends came across an interesting bug. If you right click instead of left click, it seems as though it treats that as a different sort of input (maybe a tap instead of a touch that can be dragged?). When one of the four seed bags in the corners are "touched", they spawn a flower that can be dragged onto the field. If the flower is spawned and dropped outside of the field, it should be destroyed.

    This works as expected with a left click, but when you right click, it spawns a flower and immediately drops it, but doesn't destroy it. This is unexpected behavior.

    It's been a few months since I looked at the project, so I'm not excited about going through and updating all the events to explicitly use Mouse inputs when on a non-touch device. If I have to do that in the end, I suppose that's fine, but I'm curious to learn more about why this problem is a problem. Is right clicking supposed to behave differently on Touch events than left clicking, or is this some sort of bug? Personally I feel like it either shouldn't accept right clicks at all or treat them exactly the same as left clicks.

  • Wow, this is an old thread!

    If you're interested in what I ended up making, you can find it here: https://virtually-competent.itch.io/sku ... vel-editor

  • Crystal Control II is a local multiplayer game for two players with a mixture of fighting game and bullet hell elements. The original Crystal Control was released back in 2014 for free, but the sequel is a substantial upgrade that we'd really like to get on Steam!

    You can check out our Steam Greenlight page for more info, but the most exciting thing I'd like to share about this sequel is the 8 character roster we've come up with, which is really going to make things more interesting (the original game had only two characters, and even then they had identical movesets).

    We're currently 35% of the way to the top 100, so votes are greatly appreciated! Please consider taking the time to give the trailer a watch and see if it might be your kind of game.

  • Have you found a solution yet?

    I have the same issue (though, me it's for a PC game, not tablet)

    My workaround was exporting to the Windows 10 app store (which I needed to do for other reasons, the fact that the game would pause on unfocus was just a nice bonus). Sorry if that's not helpful.

  • Depends on how you set up your multiplayer architecture.

    If your game is hosted by a dedicated server, the server can keep track/log all your statistics.

    If it is peer to peer, do you have some sort of login system/database? By the same method you use to log in, you can also send statistics to the database to save.

    Any backend you use should have a way to communicate and save data.

    If you mean local multiplayer, then you'll need to set up something like Firebase.

    It's local multiplayer only (should have mentioned that, sorry). Firebase looks interesting. Is this plugin (last updated 2013) still the best way to integrate with it?

  • I'm planning on releasing a game on Steam in a few months and I'm curious if anyone has done anything similar to this...

    Like a fighting game, my game has multiple characters that face off in a two player versus mode. Each character has unique stats, so making sure that everyone is worth playing is a huge concern. What I'd like to do is set up some sort of analytics system that would send me data (characters picked, who wins, etc) from every game played that I could use to make decisions on how to rebalance character stats (this character never gets played, let's give them a strength buff in the next update).

    What would be the easiest way to set something like this up?