Maukka's Forum Posts

  • The project files get compressed into package.nw file (html5 export just has the files uncompressed in the root folder).

  • You might want to have trigger once on both so that it doesn't do the set size every tick.

  • Hmm, Geolocation object has timestamp which you might be able to use.

    Edit: Also https://www.scirra.com/tutorials/940/ho ... -a-project might help

  • This plugin might help.

    http://c2rexplugins.weebly.com/rex_time_awayl.html

  • I think he wants to be able to open json files with his application. As in in window right-click a json file select open with and find nw.exe file and then somehow get it to understand that it should launch and load the specified json file.

    I have no idea if that's possible or not.

  • How do you keep the the health and coins in place in the HUD? Do they have a separate layer that doesn't scroll with the rest of the stuff?

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  • Problem Description

    2 short waits aren't equal to 1 long wait

    Attach a Capx

    https://mega.nz/#!95F2Aa5C!9xV4xu4Tb9Ttx7pZqbFhzpfOtK9ixEIGQrZMT1yXmII

    Description of Capx

    Every 2 seconds moves 2 sprites with the sine behavior for a second(one using single wait 1s and the other 2 wait 0.5s)

    Steps to Reproduce Bug

    • Run the capx
    • Wait a few seconds

    Observed Result

    The 2 boxes get out of sync

    Expected Result

    The boxes should remain in sync.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    Win 7

    Construct 2 Version ID

    r243

  • I'm doing this for a button and something I ended up doing was make sure that period and duration of the shake worked out so that the object would return to the original location instead of moving around slightly. (using large magnitude helped with testing).

    But as far as I can tell it seems like even if you deactivate the sine in a different location when you reactivate it it'll continue where it left off meaning that it should never move more than the magnitude away from the original location so unless the exact location is important for some reason it should be fine to use any duration for the shake. Not sure if changing layouts or anything would break it.

    Also apparently two 1 second waits and a single 2 second wait wait for different times or something.

  • Seems like all you need is a way to pick the correct instance of the object you want to move/freeze the player to. So either some condition that picks only the relevant object or just using for each object to go through all of the objects should work if you really need the invisible sprite you could create a container with the invisible and not invisible object and use instance variable to store the IID of the visible thing so you can teleport player to it after collision.

    capx with 4 ways to do it

  • This doesn't seem to save tooltips of slider bars(for textboxes it does save it so I assume it should be saving it).

    Also I didn't realize there was newer version of this at first since they were under different categories in the new object list. (Old version didn't like canvas objects which led to me discovering that the new version exists.)

  • Are you using FileChooser and AJAX?

    Should work.

  • Would just getting the difference between your time and another player's time and adjusting the timers based on that work?

    If adjusting timers won't work or is too much trouble maybe you could increase time scale to some high number until current time matches other players.

  • You can use a global layer for the UI to prevent it from scrolling or you can just use CanvasToLayerX() to change on-screen coordinates to coordinates in a layer.

    Something like:

    CanvasToLayerX(0, WindowWidth/2, WindowHeight/2)

    Should get you X for middle of the screen.

  • I'm not familiar with Firebase so not sure how much I can help.

    Local Storage is shared for games opened using the same browser which you could use to prevent some cases of accidentally connecting twice.

    Maybe you could on starting the game set some random value that will be different each time and use it like IP.

  • Draconiz717 It probably wouldn't be very readable but you could use something like sexagesimal or base 64 numbers which would make say 1 trillion into just 7 characters but still show smallest of changes

    http://convertxy.com/index.php/numberbases/

    If you want a number system with higher base to get even shorter numbers you'd probably have to figure some of it out by yourself or be better at googling than I am.