Pandy's Forum Posts

  • Hello all.

    I know this 'XDK vs Cocoon' has been going on for a while, but I myself haven't checked in on C2 for almost a year. So I don't really know which is better now. I used to use Cocoon because then it was way faster than XDK plus the smaller file size, but their limitation of just 2 projects for free users was a put off. Has XDK improved? or are thing just the same?.

    Thanks

  • rexrainbow

    Hey, the Playback event - Video cued does not seem to fire. I put in some actions to test it and it does not work. For me at least. the video loads and plays and ends but the even for the event 'on playback event - video cued' does not seem to work.

    And in load video, the set autoplay to no/yes also does not seem to work. I put load video and set autoplay to no, but it plays it anyway. Only the initial setting of no autoplay works. If I load a new video or create a new YT object and load video, the 'autoplay-no' does not work.

  • rexrainbow Ah, ok. No worries. You're doing an awesome job with your plugins and all. Thanks for all of it.

  • rexrainbow

    [quote:1jvuhcqz]1. Sorry, I failed to pass mouse/touch event to canvas.

    Does that mean it can be done? Or no matter what we can't get mouse coordinates if it's hovering over the player?

  • rexrainbow

    Why is that I can't get the cursor's coordinates if the cursor is hovering over the youtube player? The cursor's X,Y coordinates don't update if the cursor is moved over to the youtube player window. Is there any way to get the cursor's coordinates when the cursor is above the player?

    And also. When I used the mouse object, and set the cursor image to a sprite, and when the cursor is right at the border of the youtube player, half the sprite overlaps the player( as the sprites midpoint is set at the pointer tip location. So half of the sprite is above pointer tip and other half below). But once the cursor goes fully into the player, it turns back into a pointer. I hope you understood what I meant. Maybe this can help in some way to get sprites to show over the youtube player.

  • Can't it be made so that the video call plugin can use C2's multiplayer plugin instead of peerjs?

  • My game is in Beta testing on the play store, so nothing should be charged to your account.

    I can easily test it myself but all my friends and family members only hold local debit cards, and none of them are enabled to process international payments, so I can't use them in the play store. I tried asking in the cocoon.io forums but no takers sadly. So I'm asking here as a last resort.

    I would greatly appreciate it if anyone could just test it and check if it works as intended. You can uninstall the app after that.

    Beta test link :

    https://play.google.com/apps/testing/co ... pikesphere

    Please reply if you have feedback.

    Thanks

  • Is it better to make a project with less events or less actions? which is more efficient?

    Using the free download version of C2, I made it a habit to have as less events and variables as possible as the free version has a 100 event limit. Now that I have bought C2, I'm wondering if I should keep with lesser events or with lesser actions.

    I know it's better to have both at a minimum but sometimes a mechanic can be implemented with more actions and less events and vice versa. Want to know which is best.

  • ciaphuas

    If you don't mind telling me what plugins you used in your prject to get appodeal to work. Are you using appodeal alone or aling with the other atomic pugins. I ask because apparently we have to use a different plugin if we want to use appodeal with other plugins. I tried implementing them but the ads aren't showing in my devapp.

  • h1k3

    Do you have the plugin?

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  • FraConsole

    Sorry but I can't find the link to the C2 plugin.

  • ThePhotons

    If you don't mind explaining the limitations of the free plan.

    20 Connections

    ˜8k Monthly Actives

    500 Msg/s per Room

    CCU Burst not included

    Most of us , or me rather, can't really invest in any subscription plans as I just make games for fun and aren't really sure if the concept would work or be successful enough to gather a large or even a decent player base. Do you think small games will have connection limitations with the free plan?

  • Hello,

    So I just did a simple multiplayer project, and only have two instances of one object during gameplay. i.e one instance for host and another for peer. Obviously, the object, let's call it Obj1, is synced along with it's position.

    Now, as with most, the peer experiences lag, and the position it sees is delayed. I was going to look into reducing lag, when I thought about sending Obj1's position via a multiplayer message (every tick), instead of syncing positions.

    I tested this by making a copy of Obj1, i.e Obj2.

    So during gameplay.

    Peer input is sent to Host via client input state > Host reads input and sets Peer's Obj1's position > Host now sends Peer's Obj1's position via a multiplayer message back to peer > Peer receives message and sets Obj2's position from the message. (Obj1's position is still synced so I can compare Obj1's and Obj2's position on Peer side)

    From this I saw that, Obj2's position is more accurate. The position gets updated faster and hence more true to what Host sees.

    Any comments on this?

    NOTE that this is done every tick, and sending a message every tick is intensive. Plus it's prone to jitters. Obj2's position sometimes goes to (0,0) for a tick and get's back to wherever.

  • Stanik

    So now you don't have any connecting issues with multiplayer?.

    I've seen a couple of posts complaining about not being able to connect if the host and peer are on different carriers, using 2G/3G/4G . Have you encountered the same problem?

  • Is it better to have multiple sprites as its own sprite object or is it better to include them all in one object's animation set.

    For example. I want a character in my game to have many options for clothing (i.e different armor, pants, shoes etc). So should I insert all the armor sprites as separate sprites or should I just load one armor sprite, and include the rest of the armor sprites as animation frames of the first armor sprite.

    I understand that it's easier to handle them if i put all the armor as animation frames in one armor sprite, but would that mean that, during gameplay, the system will unnecessarily load all the other armor frames as well and drain resources?