Jase00's Forum Posts

  • As a random confirmation, I successfully used the Remote Preview tool in Linux (Manjaro).

    I used Construct 3 in Chrome, and used the remote preview tool so that I can preview my project in NWJS. I installed NWJS and needed to copy/paste the remote tool files (which was the complicated part, as Manjaro, by default, doesn't allow you to write files to the system folders - you either use the terminal to copy the files as root access, or you use a different file browser that allows root access to system files). Worked great after!

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  • Yeah oosyrag , it's all up to you!!

  • How much networking knowledge do you have? Would you say you're a beginner, advanced, or an expert in networking? I will assume beginner, but my apologies if I am wrong!

    I don't know a lot about node.js, but if I was in your position, I would try to configure node.js to use my local IP (usually looks like 192.168.1.x) and try to prove that I could get a 2nd computer in my home, or my mobile phone on my WiFi, to connect to the websocket server.

    The above is safe to try, but the below stuff can sometimes be dangerous if you do the wrong thing, so please be careful - I'm only writing this for educational reasons!

    Once you have succeeded with the above, then you have the world of port forwarding and external IP addresses to deal with.

    If you find out the ports required for node.js, and find out your local IP address on your websocket server, then you could login to your router, find a section called "port forwarding", and then you can add these ports along with your local IP address of your websocket computer.

    You can then go onto Google, and type "whats my IP" to find out your external IP address. You can then configure node.js to use this IP, and in Construct 3, use this IP in your ws:// event to connect to.

    NOTE: your external IP address will change periodically, so this might not work after a day passes - you need to register to get a static IP address if you want to keep the same external IP address.

    Now at this point, you can test this! Lets say you have a mobile phone with 4G to test this. You could use preview over WiFi onto your phone, then turn off your WiFi on your phone so that you are on 4g, and try connecting to your websocket server. Hopefully it will be a success!

    Hope this helps, please be careful and take it slowly - Google the words you don't know and try to learn everything thoroughly. Assuming you are doing this at your home, you don't want to mess up your router settings and break your Internet connection or anything! But sometimes the only way to learn, is to try, if you're happy to take the risk.

  • Funnily enough, I recently have been considering the idea of doing some game design courses to raise money for a local charity, but I wonder if it would common for people to not be able to afford a subscription once they go home and want to continue playing around with C3.

    I've not looked at the limitations of the free c3 yet, but I do remember some stuff is totally locked away. This is fine, like the "find" tool doesn't matter for a beginner with like 30 events.

    But, as long as a beginner can add a few behaviours on different objects, use effects and layers, have enough events, and can preview on their phone (I recall "preview over WiFi" is a paid thing?) then it should be enough to convince people to set aside some money for a subscription (unless it's completely unaffordable to them, which is a shame, because the solution for these people would be to use gdevelop, or unity, as these are free, but I can't teach these as I don't know them!)

  • 127.0.0.1 is an IP Address that computers interpret as "this is me".

    Lets say you have 2 computers: computer A, and computer B.

    Computer A has your websocket server installed.

    If computer A connects to 127.0.0.1, then it will work.

    If computer B connects to 127.0.0.1, then this will fail as computer B tries connecting to itself and cannot find the websocket server.

    You need either the external IP address, or a local IP address, of your websocket computer, in order to get other computers to connect to it successfully.

  • Ayy hello,

    I am thinking about utilising Construct 3 to make a small app to send encrypted data from A to B, by using a third party plugin to encrypt data, and the multiplayer plugin to send and recieve (then decrypt on the other end).

    I wanted to ask: when exporting to Android/Windows, when a user runs the app on their phone or computer, does C3, NWJS, or Cordova, phone home at all and collect any data from the current app?

    When I say "data", I don't mean data like "what version of android does the user have", but data such as user inputted data, e.g. when you type into a textbox or when you get a photo from the "user media" or any data from the "binary data" object.

    Another way to ask this, is, if someone made a "login" system in C3, and there was a password textbox - how safe is this to do (assuming you design this correctly and encrypt before you send the data)?

    I have a feeling that the answer is "No, nothing like that is collected", but just wanted to check!

  • Do you use the auto-backup feature in Construct 3? This might save you, as you may have a backup c3p file in the cloud, or in a folder on your computer.

    When working on anything important, keeping backups is STRONGLY recommended.

  • With game development, you have to tell your game everything you need it to do.

    If the player is falling out of the level, then you need to program your floors to be "solid".

    Or, you could put an event for your player such as "is outside of layout?" then position your player back into the layout.

    The more events you add, the more your project will work correctly!

  • It's great how determined everyone is to help someone out!

  • No problem!

    You're definitely using Construct 2? The game you bought, is the file a ".capx" file, or a ".c3p" file?

    Construct 2 is discontinued, and that particular version would suggest that it's a very old version of Construct 2.

    Are you not able to open this game in the latest version of Construct?

  • Oh wow, howcome you're using R80?

  • Yeah it was a bit of a headache :)

    Though I just managed to fix the issue!

    I'm not sure if this will be valid for all other cases, but for me it worked.

    I tried running the previous NWjs version (57.1) and it worked, then I went

    back to v58 and it worked too, strangest things...

    Probably running a different version does some kind of extra cleanup.

    Glad it works for you! I decided to give it shot and didn't have much success myself :( What I did:

    • Clear AppData folder before starting anything
    • Used NWJS 57.1 to run C3
    • Logged myself in
    • Installed 3 small addons
    • Close C3
    • Open C3
    • Set theme and other few options
    • Close C3
    • Open C3, but this time, C3 instantly closes and I get the following message:

    Construct 3 - Launcher Error (Code: '19')

    Failed to run Construct 3!

    (Please run the launcher as an admin and try again.)

    I know that if I repeat these steps, I might get further randomly, even if I didn't change the theme or install addons. Hopefully an update for NWJS will fix this someday.

  • Lol seeing all your edits reminded me of what I went through. It's such a headache to test isn't it?

    You're right about the debugger - this whole issue relates to popup windows, but sometimes I've used C3 in NWJS for long periods of time, and I preview in popup windows, and I always use popup windows to drag onto a dual-monitor, so all is well and stable for hours... Until I use the debugger and it just nukes C3 and you have to delete appdata yet again, login, install plugins, set your c3 settings again, change your theme (which requires restarting C3), etc. And then you find that when setting everything up, it might corrupt your appdata AGAIN, so you end up running in circles, deleting appdata again, login, avoid something like installing plugins, set your c3 settings, preview a blank project, then it may/may not corrupt your appdata folder again...

    My suggestion to you: I hated the risk of losing unsaved work, so I've now moved to using C3 in Chrome, but using the Remote Preview Tool to preview in NWJS. All you do is use remote preview in C3, copy the URL, open the Remote Preview Tool, paste the URL into this tool, and voila, you're testing in NWJS as simple as that. Each time I preview my project, I click "remote preview" and then I click "reload all" on the little remote preview popup in C3. Quite good!

    However, one issue that I haven't found an answer to: I don't think you can use the debugger for remote previews, which is such a major loss, so currently I workaround this by having to use a spritefont that appends whatever info I want to debug. It's good enough, takes a bit more time though, but you can't use all the other useful features from the debugger, such as viewing the event sheet CPU usage.

    Regarding C3 in NWJS, I've tested this on a fresh new VM with Windows 10, and the issue persists, so right now, I'd strongly urge everyone to avoid using C3 in NWJS, even from the official source or the third party launcher (which I always used and really adore!) but for now, you will run the risk of C3 suddenly closing with no error, possibly lose unsaved work, and then you need the computer knowledge to find your appdata folder and delete the right folder and waste time setting up C3 again, with the chance that you might need to repeat this process multiple times to get it working again.

  • Yeah I wonder about whether to post very minor quality of life ideas to the suggestion website, like the other thread that's ongoing:

    construct.net/en/forum/construct-3/general-discussion-7/please-return-debug-button-16480

    Understandably, some minor suggestions might be way more complicated, like maybe it's a massive pain to make alignment work correctly for function parameters, maybe it has a knock-on effect to other UI code, but yeah I do appreciate these kinds of updates too!

  • I do agree with this, same with the "remote preview" button, which, I use 100% of the time, as I use C3 in Chrome, but need to always test with NWJS.

    But then furthermore with remote preview, if you use this, then you know you need to click "reload" on the remote preview window each time you preview. Would be cool if there was a tick-box setting that you could tick to "auto-reload all remote devices when clicking preview", because then I'd literally be able to minimise the remote preview window and never need to interact with it. It'd make the chrome + NWJS combination work almost perfectly (the only missing thing would be, how do you get debug on a remote preview?)

    I'm a fan of saving those repetitive few clicks, especially when it's something you commonly need to do!