mikva's Forum Posts

  • Hi Mikva,

    Are you able to provide more in depth steps on how you achieved this?

    It would be greatly appreciated.

    Thanks,

    firebase.google.com/docs/web/setup

    Follow this setup, you must add this script in your index

    firebase.google.com/docs/database/web/read-and-write

    Then create read and write script with JS plugin following these steps. You can customize how many things you write, database structure, etc. in this step.

    Then you call the function again with JS plugin using game variables. So for example if your write script goes like this

    function writeUserData(userId, name) {

    firebase.database().ref('users/' + userId).set({

    username: name,

    });

    }

    And you call: "writeUserData" with parameters "666" and demon, it will write 666 as userID and demon variable as name in database.

    For live projects you need to add authentication so people from outside can't manipulate your database. Automatic anonymous login is enough for that if you don't use any other login method.

  • mikva, any update on what you got to work and how you managed to do it?

    I've been using AJAX to POST and GET but I am running into some issues with implementing push notifications because I need to connect to FCM in order for them to work it seems.

    Your work might be helpful to me or if it isn't what I need then I am down for getting in on paying HaydenJ for a add-on.

    Sorry I can't help you with push notifications as I did not test them yet, or really paid attention to at all.

  • rayolaser So, I wrote to HaydenJ on email just to be informed that "we are too busy on construct 3 this month but if I need something else feel free to write". Not sure what that means.

    Anyways I managed to make Firebase database works with JS plugin and it is quite easy. I have to test it in mobile app, but it works in html 5 version. Just ad the JS initial from firebase to your index and write/read via JS plugin.

    edit: I just tested it on iphone using phonegap build and it works, weee!

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  • Cool thanks for answer I briefly tested Enhance and it works great for me so far, and it is really fast to setup.

  • Hi rayolaser, nobody wrote to me since I started to look for someone. Hope you will have better luck If you do, leave me a message and we can share expenses together.

  • I'm finishing my first IOS game, potentially to be released on android too and right now I'm thinking about saving progress outside of local storage.

    I know from IAP documentation that the best way would be using my own server, but that is a little problematic as C3 don't have firebase database plugin and I have absolutely 0 experience in connecting firebase without that plugin. In fact I don't have experience with coding at all.

    Also what would be the best way to go with that? When player plays 50% offline and 50% online? You just save progress in local storage and somehow sync that when he is online? What if he plays offline o 2 devices and then goes online on both?

    I would be glad for some insight from someone who already developed a game for mobile or any ideas at all as I'm realy stuck right now.

    Thanks

  • Hi, not yet tested your service but it looks really really interesting. I'm a little bit worried tho, how do you make sure you can keep running and how can I be sure that you don't just shut down your service few days after I release new game that depends on it? How many people is behind this project? Are there any drawbacks for players (slower loading etc.)?

    I will give it a test as soon as I can just a little bit sceptical to depend on it with actual released game, but it can change after testing it out

  • > Construct 3 is really useless without firebase plugins... can anyone port / create firebase_leaderboard and firebase_realtime database plugins?

    >

    > I will $$ pay for that.

    >

    How much?

    I have no idea how much time it takes to convert those plugins so my estimate would be crafted from thin air

    What about 50$ per plugin? I need Leaderboard asap, item table later.

  • Hi,

    because I heard that rexrainbow is no longer working on construct plugins I would like to pay someone to port / create plugins for backend using firebase.

    Most important I would like to have leaderboard and realtime database (item something) plugins.

    If you are able to do it, just tell me how much in PM. I would like to release those to whole community afterwards.

    Thanks

    Mikva

  • Construct 3 is really useless without firebase plugins... can anyone port / create firebase_leaderboard and firebase_realtime database plugins?

    I will $$ pay for that.

  • Pricing is fine, but browser based software is a joke for me.. cloud, file handling, plugins handling, new windows handling, occasional browser crashes, unintentional browser manipulation.. it is just ugh. I might be too old for that but I see it as a huge step back so I will stick with c2 until windows C3 app.

    Some new breathtaking features might change that, but so far there is nothing amazing in C3 for me.

  • Another way of doing this. Example is not perfect, but shows the basics.

    https://www.dropbox.com/s/8zu69ylvpf0lu ... .capx?dl=0

    Thanks! I never realized I can use tilemap like that. This pretty much solved my problem!

    Filtering means using the object you have the least amount of to check for collisions.

    The system only checks for the first object referenced in the condition.

    You might have only one bullet, and hundreds of bricks.

    Still don't understand. I have 1 bullet and lets say 5000 bricks. What is the difference in checking if 1 bullet is touching any of those 5000 objects (5000 check) or if every single object from those 5000 is touching one bullet (also 5000 checks)

    I even tested that and there is no difference in checks/minute or fps.

  • There's a big difference between "bullet on collision with brick", and "brick on collision with bullet".

    Can you describe how you mean it? Because I don't see a difference at all.

    How do you check the collision? You can try to improve the collision checks, i had same problem with my game which had around 150k collision checks but after messing around with the events i improved it down to 1k only.

    I had simple bullet-on collision with dot-destroy dot and bullet

    I tried to divide it into sectors, so first I check if bullet is in sector "A" and if yes, check for collision with dots in sector "A" it helped to reduce checks/tick from 12000 to 2000 but I still feel it is too much because performance on mobile is not smooth. Also I'm testing in on low end mobile, with snapdragon 212... still I feel like there should be a smoother way.

  • Hi,

    I want to make app with space invaders mechanics, where bullets are destroying object piece by piece. I want to have few custom object being destroyed like this, all of them are solid color just like obstacles in space invaders. But I don't know how can I achieve that without bottlenecking my PC. I tried to use dots to create my object but suddenly I had 100k + collision checks.

    Thanks for any advice.

  • I need some reliable analytics solution to track my games and apps. I prefer to use gameanalytics.com, there is already a plugin for that but it can do only a few things. You can, however, build on that... maybe. I'm also open to an entirely new solution with different analytics provider.

    What I need:

    • track web app and mobile together (plugin works fine)
    • track offline data when a user comes back online (GA should be able to do that, but the plugin is not working)
    • track session length (plugin is not working)
    • be ease and fast to use for game events (score, level starts, level fails)

    + should be able to track monetization and game resources like GA does

    If you think you can do that, leave me a message.