Juanito-cnstrct2's Forum Posts

  • gonzdevour have you been able to make touch events work on wp7 with phonegap? For the life of me i have not been able to find a way to make them work.

    As someone said above, you can try downloading the windows phone emulator. I also have a wp7 as my personal cell phone and a developer account, so if you want to I can test the app in my cell phone.

  • I updated the room demo to support gamepads. Now you can "look around" using the right joystick in your gamepad and move with the left joystick (if your browser supports your gamepad). A youtube video is

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    Mine was the same as Velojet:

    Windows 7 - Firefox Nightly

    Gamepad 0 ID: 46d-c216-Logitech Dual Action

    The Y axis of the right joystick is in Axis 5. I had to modify the following line in the Gamepad plugin's runtime file, to have the Y right axis work with my Logitech in Firefox Nightly:

         var win_ff_lda_axes    = [0, 1, 2, 3, [14, 15], 3, 3]; //the last element is now 3, which means the raw axis 5 should be translated to right axis Y

  • j1k i just downloaded the latest version of node.js and i am getting the same error with npm. I think npm install is broken for windows in this version. The only thing i can suggest is to try a previous version (like a month ago) of node.js if you can find one.

  • I love programming, started when I was a kid. First programming language was Logo, to which I was introduced when I was in 1st grade. I knew right then that I wanted to work with computers the rest of my life. Through High School, I learned some basic database and web development. I also enjoyed Klick and Play and made some fun games with it. I went to use MMF after that.

    I have a CS degree and now work for a corporation in Florida as a developer and DBA. My day job consists of writing SQL and C# mainly.

    After using gamemaker for while and Unity3D, I decided to look for a gamemaker that would bring me the fun I had with K&P. I don't remeber exactly how I found Construct 2, but I think it was a Google search for game maker software. So far, I just have some plugins created and working on a XNA exporter.

  • Update: added a "get walls" feature. With this feature, you can read the positions of each wall from a mesh. The wall detection works by scanning the vertices of a mesh and finding any triangle that has 2 vertices whose Y position is equal to a value passed by the user. The positions of those two vertices get stored in an array that you can read from C2. A demo of this feature is included in the zip and you can see it in action here.

    I also added "get node position X,Y,Z" expressions which allows you to get the coordinates of a 3d object. An offset parameter was also added to allow you to set a global position offset (see room sample). I also organized a little bit the actions and expressions into categories.

  • The "doom clone" was made using the copperlicht3d plugin found here.

    There is also a Z sorter based on Y plugin that can help you with isometric graphics.found here

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  • j1k : try installing node.js in the default folder. After it is installed, open the CMD, cd to C:\node_modules (create that folder is not present) and run the "npm install socket.io" from there.

  • rexrainbow : AWESOME work!!!

  • JonnyBritish : I am a developer based in the USA, I do have access to a Windows Phone 7 (my personal phone).

    Last time I tried to export a C2 game using phone gap (Cordova) with Windows Phone 7, the "touch" buttons in my game did not work (the user touch events were being ignored). Searching in Google, I found out that that is a current limitation of Windows Phone 7's IE control.

    On a related note, I am currently working on a XNA exporter for Construct2, the youtube video shows that the generated XNA was able to run in the WinPhone emulator. It is still a work in progress, but I have not receive any help offer in the coding area, so I am the only coder in the project.

  • I am working on a XNA exporter for construct2. So far I was able to make it convert one small (very small) game with one layout and about 10 events. The game does the very basics (8-dir movement, creating objects runtime, destroying objects, checking collisions).

    The tool reads a capx file and transalates its layout, events and project xml files into C# code. The C3 code uses the FlatRedBallengine which sits on top of XNA and works for PC, XBOX and windows phone. To do this, I had to implement the C2 methods and events in XNA; right now I have only implemented the ones used in the demo game (testxna.capx). Hopefully there are C# developers out there who would like to contribute and re-write or at least pseudo translate the plugins and behaviors from javascript into C#/XNA. If requested, I can create a project in codeplex to allow others to contribute to the code.

    The generated C# code is placed into a project chosen by the user. The folder must be however a template project that contains the C2 implementation I have so far.

    The zip can be downloaded here, look for the zip file named "XNAExporterTool.zip". This zip file contains 3 zip files:

    1. XNAExporterTool.zip: the Visual Studio project of the actual converter tool.

    2. XNAWindowsPhoneTemplate.zip: the zip file of the Windows Phone template.

    3. XNADesktopTemplate.zip: the zip file of the XNA Desktop template.

    Right now, the tool is not very useful for end-users. There are two reasons for this: the tool is in Visual Studio project form, so it is meant for people with a background in C# and a little on XNA who want to take a look at what I have so far and decide if they want to contribute or not. The second reason is that the events and actions I have implemented so far will probably not be enough for your game. If enough people are interested in contributing, I can create better documentation and the project at CodePlex. If not, I will still work on implement more events and actions in XNA.

    You can see a video of the converted game and the tool in

    .

  • rexrainbow : in my tests and for this simple game, the syncronization was good enough. If there was a lapse, it was very little. However, I do understand your concern. Some games woould designate one of the clients or the server itself as the authority in deciding if an event was true or not. In this case, one of the clients or the server, could decide if the bullet really hit a player or not. If it did, it could send a message to the other players telling them that a hit was made.

    It really depends on how you design your game what trade offs you want to take (the more messages, the more traffic that will need to travel over the wire)

  • I wrote a new post in my blog on how the multiplayer demo works in Construct2:

    http://jptarqu.blogspot.com/2012/04/how-to-create-online-multiplayer-html5.html

    I also uploaded a new video showing an iPad connecting to the game:

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  • istanto i think you still have the old version because the line that says

    jpt_splice(dataStack, 1);

    Uses a zero instead of a one in the new version, so it looks like this:

    jpt_splice(dataStack, 0);

    thanks

  • istanto can you please open in notepad the following file in your construct2 folder:

    exporters\html5\plugins\socket-io\runtime.js

    At the end of the file there should be function called get_last_data at around line 179, can you please copy and paste those lines or take a screenshot of them?

    Thanks!