lennaert's Forum Posts

  • Simply add another animation to the sprite.

    In the host group, where the host creates itself, simply set the correct animation there.

    On the peer side, on peerobject created, peerobject.peerid = multiplayer.hostid

    set animation to host animation.

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  • I played speedball on an amiga 500 .... brings back some nice memories

    Would love to see a decent remake.

  • Will probably run into problems accessing elements outside of an iFrame though!

    window.parent.document.getElementById('#MyDiv');

  • i already did all advises i read on forums

    sorry im newbie, and im not used to forums.

    Might I suggest you actually read some more topics, I get the feeling you only read a handful.

    Use the search function for matters that you think are bothering your project.

  • No, simply add a new layout, rename it to whatever you fancy (ie Objects) I always add an event sheet to it with just: On start of layout go to menu.

    This to circumvent accidental loading of the objects layout

    You do not load or use the Objects layout.

    You only use it in the editor in construct 2, to update variables or behaviors etc

    When you start a game layout and require an object on it from the objects layout, you can just use create object or spawn object on the desired layout.

    Having all your objects on dedicated layout keeps it nice and tidy. And will remove the need to "on start of layout destroy meh"

  • Best method:

    Put all your sprites and objects you do not want to be on the layout on layout start, in a dedicated layout for that.

    near ALL my projects have a "Objects" layout. In which I stuff and prepare all my sprites.

    And create/spawn the objects you need on the layout you want to run.

    So yes, the "Object Store" is a very very good method.

  • What do you mean with a clan stats page ?

  • Sounds like you need to put your events under a "for each soldier"

  • Not sure if you can, the developer might know whats happening if he sees it.

    Sometimes these errors can indicate something is not addressed correct.

  • 1. Depends on the hosts security and how bad people want to hack your stuff. Not sure why people would replace your images, but ok

    2. Have not heard that before, hardly any host has 99.99%, they are lying if they say they do. they just use the 99.99% as a fallback "we did not say 100%"

    How about using your own add campaign ?

    Even admob offers that I believe. So you can show your own adds.

    would be a matter of adding new adds to admob to get new game entries shown on your current game which uses admob,

  • I sure hope this is a Q3D noob question, but my test app works fine in preview, both Chrome and NW.js, but when I export to either HTML5 or Node Webkit, I get a black screen when I run it...

    https://dl.dropboxusercontent.com/u/407 ... index.html

    any ideas? Am I doing something wrong/missing something? Or should I see about reporting this as a bug?

    Testing your app I see this in the error console:

    Uncaught ReferenceError: populateCommonACE is not defined

    c2runtime.js:1415 Uncaught TypeError: Cannot read property 'kP' of undefined

    index.html:1 Uncaught (in promise) DOMException: Failed to register a ServiceWorker: A bad HTTP response code (403) was received when fetching the script.

  • 1. There is no .scale as far as I can see that I can add in the expression "set scale balls.scale"

    .

    set object scale to (balls.width/balls.imagewidth)

  • The irk lays in the 100%

    So few who have that

    For the vast majority you'll have to settle with ~98 % uptime

    For what it looks like you need, just pick a decent host (check reviews) which offer lots of packages, and start with some premium package. (1 or 2 levels above cheapest)

    These generally have a domain name, unlimited web space, roughly 5 to 10 gigs a month bandwidth usage, lots of mysql databases, lots of 1 click install able websites/apps.

    Somewhere between 5 to 10 bucks a month.

    I use ifastnet, an UK based one, imo more likely to have 97% uptime though :\ but .. very good services and client portal, low prices, good and quick helpdesk, lots of install-able apps and sites and many specialized packages.

  • With a whooping 50 mhz speed .... I am wondering how you envision this ...

    This device is intended to bring kids up to par with coding concepts.

    Not to do actual serious development or use.

    It is more like an arduino for kids. (it has 11 gpio pins to add sensors,switches etc)

  • Check how I applied the synching in the mutli RTS template in the arcade, capx included. (under multiplayer games)

    That is one method to do it ... but, if your game logic allows you to synch 1 thing and have the logic handle the rest, I would go with that. (less synching == better network performance)