lennaert's Forum Posts

    I would say my only complaint is that you can't connect directly to another player without the signalling server. (Last I tried, unless it's been updated)

    The fact it didnt work on apple products was the biggest issue for me.

    Heck .. I even tried reverse engineering a bit of the plugin for apple and edge and spent several days on end to get it to work as it was intended, no luck there.

    Getting it to work in apps in the app store was one of the biggest necessities, which it couldn't deliver.

    This was a big let down for me and for the people requesting it or inquiring me to its potential.

    (not to mention the lack of support from scirra team for a viable solution )

    I helped dosens and dosens of devs with multiplayer issues, and only a handfull succeeded in making things that actually worked decently.

    The multiplayer object was everything but easy in regards to implementation compared to other plugins.

    imo the multiplayer object is perfect, even the signalling servers work great; but in the end, a lot of c2 devs were not able to work with it due to the level of insight required.

  • I don't think that any iDevice will be able run C3 since every browser in the app store is just a reskin of Safari (including Chrome), which doesn't have the technology required to run C3.

    Hmmm, could have thought up that one myself

    Thanks for the reply still

  • Got an ipad2 which is unwilling to load the editor.

    No feedback as to why either.

    Are there minimum requirements or something?

    Got the Latest iOS and running Chrome 57.0.2something

    ......

    Think I'll end up using the first year of C3 just to be able to export my 2 mobile games efficiently ......

    Assuming they get the exporter up and running decently .....

    Intelxdk, cocoon, and what not others have been sole focusing on the same export method scirra is now looking to include.... scirras skills are relatively new on that field ...

    For the exporter not to be in the beta yet could be a good indication that it may take some time before that actually decently works across ios, windows and android.

    I will definitely take a year subscription to try it out ... But only after having read lots of positive user feedback that it actually works across the popular mobile platforms.

    Something tells me it will be another year or so of scirra needing user feedback regarding this to get their material working decently .....

  • So, I took a couple hours to actually build something with this new web based editor.

    Apart from missing certain X,Y layer things, it went as smooth as thusfar possible.

    I did get a google memory error after clicking to download the exported html package .... did download the file, but the version in my browser was gone when reloading the page. Glad I saved it.

    Odd note: the splash screen reads Construct 2 ???

    Aanywaysz ....

    Play Star Bored here !

    The game itself is simple, a scroller type of game with a twist ....

    Nothing fancy, just some ship you can move around with the arrow keys and use spacebar to shoot enemies.

    It will also auto shoot when enemies are in range.

    You can use touch to position your ship if you like.

    All in all it the browser developing experience was ok, still missing some features; for beta testing Families would have been nice, and picking .....

    Anyway, I am curious as to actual exporting, will definitely try it out when it works in the Beta.

  • A bit amazed to not find anything that makes it stand out from Construct 2.

    I mean use wise, core components, game elements.

    Obviously;

    Apart from it running in an browser, and having an integrated export feature, there is nothing that makes it really stand out from its predecessors, game development wise. (yes the development flow might have become easier, but it makes no difference for experienced users)

    What I am seeing in the first 10 minutes of use, is construct 2 in a browser, without my ui preferences from my local 2 version.

    I would have expected to see something like 3d options and new objects ... taking the whole actual game development up a notch from 2d. Perhaps some inventory system or mini map options, new functionality from objects.

    This version 3 might make development mobile, but it does not add extra/new features I would have liked to see.

    Felt like C2 in browser to me.

    ditto

  • you took your time answering post comments? Was you searching for Ashley to back you up

    Nope, I was enjoying life instead of pretending to know and understand things like yourself, on a forum where you think portraying yourself as such is important

    ... shiva would be proud of you, hehehe

  • lennaert someone else is pointing out what I was saying. I seen more christmas then you had since you had your nappy changed lennaert

    Great that you compare christmas and nappies with computer science knowledge ...

    Everyone llkely has a super computer and is interrested in the childish stuff you post. rofl

    I have likely forgotten more about computer science and programming then you have ever understood on the subject .....

  • > You are likely getting an error in your networking overview stating you are not allowed to use that resource.

    >

    > Please add the following line to the top of your PHP page and try again:

    >

    > header('Access-Control-Allow-Origin: *');

    >

    Sorry for question on old post, but what does this do exactly?

    Or more simply

    Should it be used in all php scripts/pages in association with Construct?

    I am troubleshooting an issue with an AJAX POST from Construct. I added this and it didn't solve the issue so don't know whether it's safe to leave in or may cause more issues.

    Brief answer is fine as if I want the nitty gritty I assume I can read here https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS

    That piece of code allows posting methods (also ajax posts/gets) from a different domain then where the php page itself resides.

  • NaN means "Not a Number".

    Where do you get this message ?

    From the events in the picture the most likely position to get this message from is setting the maxScore to the itemvalue, meaning the itemvalue likely does not exist. If you check the debugger, the global variable maxScore probably displays NaN as value, which you then display in the text box.

  • Nice, thanks for the insight

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  • lennaert thank you. In your case the solution was to make a manual timer with a new variable

    But it still has an issue - it turns too early. It should turn when it starts walking in the other direction, not when it stops.

    Your welcome blurymind

    The turning should be easily to manipulate, it just a matter of re-positioning sub-event 8 & 9 and adding a extra check on the timeout-wait check to prevent continues flipping.

    something like this

    Also, I left the for each above it, while it is not needed in most cases, it clarifies a lot (readability) when you look at it from a programmers perspective. (especially one relatively new to construct 2)

    Plus, you can move several events below it as sub-events and use the plus sign to open and close a range of events belonging to that loop. Ofc you could use a group too but ,meh, this was easy and for hand

    In the end it will generally not matter if you added it or not, as the construct 2 engine will generally create the same javascript result out of the event sheet in this case.

  • Sorry, totally missed you wanted them to wait, here's another example