PabloDev's Forum Posts

  • They are levels that players unlock by playing 1 vs 1 rounds.

    For example, if you win 5 rounds you unlock a new level.

    This can give situations in which one player has an unlocked level and the other player has the same level blocked.

    I'll have to think about that.

    I think the option of flipping a coin and using the random factor to see which player will choose the level is fine.

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  • Hey, I had this strange thing too.

    I set a color in the "set color" effect and it was different from aseprite.

    Here something strange happens with the rgb values.

  • Hello, a game design question.

    In my online game (1 vs 1) there are several levels to play the game.

    How is the level at which the players will play the game selected?

    1 - The server player chooses the level.

    2 - The server player chooses the level and the client shows if he is convinced or not.

    3 - Random level.

    4 - Another option?

  • Ok, I think that saving the file in the cloud would require an internet connection and would not allow recovering the data without internet in local mode.

    I need some way to make the locally saved data can not be exchanged.

  • Hello, Rex

    I would like to ask you if you are still active with these C2 plugins or you will not solve any more possible bugs.

    A greeting.

  • I think you should use the "Leaderboard - Firebase" plugin from Rexrainbow.

    It is in this section:

    Web - Firebase - application

    https://c2rexplugins.weebly.com/map.html

  • you must decide do you want to bind score, save game state etc. to user (can play on diferent machines eg. PC, notebook etc. ) or to single machine?

    I would recommecnd to bind personal data to user account (thats why we have login to every game) rather than to a machine.

    Yes, I think you could study that way of saving data in the cloud.

    Any clue on how to start with that?

    What plugin or method should I follow for that ?.

  • It's a bit complicated to get the MAC address for what I see.

    The truth is I do not know what I will do, I will continue thinking while I continue with the development.

    -----------------------------

    Well, my game is online and local.

    In the online mode you unlock content, this data is saved locally so that in the next session the contents are unlocked.

    If a player unlocks everything and shares the game, the game will have lost incentive because other players will have everything unlocked without having to win it by winning rounds and playing online.

    This hurts the overall experience so I need some way that the games can not be shared.

    If there is another way then I could try it and avoid that problem you are commenting on.

  • Thanks but the game is saved locally in a file in JSON. I will not use local storage.

  • Hello, a question, each computer has an unique ID.

    This can be used so that saved games can not be shared.

    How do I get the id of the computer where my game runs?

  • Hello, please, could you help me with these questions?:

    1- How do I choose the region of the photon server I want to connect to?

    2 - Does Photon do this automatically and connect to the most convenient region ?.

    3 - When I use "Connect to the name server", am I connecting to a master server or a name server?

    I'm confused with this, what condition should I use to know if I'm connected to the photon server ?:

    Is connected to master server

    OR

    Is connected to name server

    It seems that neither works, even though I am connected to the server.

    Although I am connected in a room, these conditions are always true and the text is written.

    Then, how do I check if I am connected to the photon server?

    -------------------------------

    Final note.

    I received this error:

    When I added this condition:

    Can I give you some information to solve this?

  • You can turn off "Preview events" on the Project.

    I did not realize that option but ... why these effects do not have the option of being deactivated individually ?.

    That option, although it solves the problem, deactivates all previews and that is another problem.

    Thanks for the info.

  • The point is that if you add some effects (like "set color") to objects such as tilemap, then you will have problems in the editor because these effects do not have the option to "disable" in the editor.

    They can only be deactivated in execution through events.

    There are also cases in which the effects can only be activated in the editor but not in events.

    What do I do then to see an object in its normal state if these effects have no option to be deactivated in the editor?

    "Set color" effect without "disable" option:

    You will always see it with the effect activated in the editor

  • Problem Description

    This also happens in C3.

    If you set the speed of the current animation in events, this speed will not be remembered if there is a change and a return to the animation from which the speed changed.

    Changing the speed of the current animation in events only serves for the current cycle of the animation, then the speed values set in the editor will be taken again.

    In this gif you can see that by pressing Enter I change the speed of the animation when the sprite has the green animation, then the sprite changes to the blue animation, again the sprite returns to the green animation and now the speed is again the initial.

    Attach a Capx

    https://www.dropbox.com/s/pt60jrqiuyv7e ... .capx?dl=0

    Description of Capx

    The capx includes a sprite object with two animations.

    anim1

    anim2

    Every 3 seconds the animation is alternated between these two animations.

    Steps to Reproduce Bug

    • Step 1 Press Enter to change the speed of the current animation
    • Step 2 Look the change and wait for that animation to be established again.
    • Step 3 Note that the change in speed that was made in the animation is not remembered and the values ​​set in the editor are taken again.

    Observed Result

    The speed change set in events is not fixed and will be forgotten when the animation is displayed again.

    This prevents that at the beginning of a program you can configure the speed of your sprites in events.

    Then you only have the possibility to configure your speeds in the editor.

    Expected Result

    A change of speed of the animation in the events must be fixed and be remembered for future visualizations of the animation.

    Affected Browsers

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

    Operating System and Service Pack

    W10 64

    Construct 2 Version ID

    R259 64

  • I think using the string variable will be my solution.

    Thank you!.