macube's Forum Posts

  • To remove all plugins/data in Chrome:

    + Open the dev-tools.

    + Go to Application tab.

    + Select Clear storage (left).

    + Click on "clear site data".

    To remove all plugins/data for Desktop-Application:

    + Go to C:\Users\<username>\AppData\Local\construct3 folder.

    + Delete the construct 3 folder.

  • Bug: On construct 3 runtime export the project don't work with checked minify script!

  • macube Hmmmm tested it in C3 runtime and seems to be working fine.

    No issues here. Maybe they updated it recently then?

    Opened an old c2 project with Photon Cloud, and switch to C3 runtime with the latest version of Photon plugin and everything works as expected.

    Hmm, is this the last version/download-link? :

    photonengine.com/sdks

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  • WebSockets: This method has the potential to have thousands of active connections without using the actual webserver (like Apache). Many games use this along with other communication methods (UDP/TCP) to communicate with clients. The problems here is that you are going to have to write a dedicated server in, most likely, a higher level language like C#, Python or C++, which can be a daunting task. You'll also need hardware sitting somewhere that the server code can run on.

    For the backend/dedicated server, you can use node.js with websockets or directly a server node module (ws : npmjs.com/package/ws ) on the exported node-webkit application from construct 3.

    With the last method, you can use the construct 3 engine for your server.

  • I would suggest trying the Photon Cloud Plugin as well. I also had some problem grasping the built in multiplayer plugin.

    Photon Cloud was much more simple to understand for me and worked great. Try it out.

    https://www.construct.net/en/forum/extending-construct-2/addons-29/plugin-photon-cloud-93112

    There is a C2 and C3 version of the plugin and it seems quite well maintained.

    There are some examples as well. Pretty easy to set up and understand.

    The Photon Cloud Plugin is for CS3 - Construct 2 Runtime only.

  • The option basically allows for a "pay for no ads" model in your app. When the user consent dialog is shown ( European Economic Area only ) it will contain the "ad free" option if you have enabled it. When selected by the user it sets the user personalisation state to "UNKNOWN" which prevents adverts from being shown.

    It's up to you as a developer if you want to offer an ad free option and what the restrictions are.

    EDIT: the documentation could probably do with updating... I'll put it on the TODO list.

    Ok, thank you. But how can i check on condition the player has clicked on the "pay for no ads" button? A simpel workflow would be nice :)

  • Any informations about that? Ashley Nepeo

  • How it works exactly the option "Show AD free option" on the MobileAdvert-Plugin? I can't find anything about that in the documentation. !?

    I see the option in my smartphone, but when i'm click on it - nothing ?!

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  • > I'm currently working on Everworld Island for Steam, FB Instant Games etc. :

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    > With Construct 2, this game was not possible (too slow), but with Construct 3 Runtime, it's fast enough :)

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    > More Info: massive-cube.com

    Wow, looks really good. checked out the steam page, looks promising!

    busydude Thank you! :)

  • It works now, thank you.

  • I'm use the example file "Loading script & WASM" from construct 3. In the scriptfile "external.js" i'm add a new function:

    function testing() { return "ok it works!"; }

    How can i call in a expression the function testing in script external.js and get the callback "ok it works!" ?

  • Is there any way to load/stream a video-file to video-plugin from url with js? Ashley

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  • Not yet, sorry. I'm really busy at the moment..

  • I'm currently working on Everworld Island for Steam, FB Instant Games etc. :

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    With Construct 2, this game was not possible (too slow), but with Construct 3 Runtime, it's fast enough :)

    More Info: massive-cube.com

  • In preview mode your files aren't uploaded anywhere, so they cannot be fetched normally. This is what the Asset Manager is for: it handles requests for you to make sure they work on all platforms. In this case you need to use something like this in an async function:

    > scriptElem.src = await runtime.assets.getProjectFileUrl("myscript.js");
    

    I think it works. Thank you :)