Psychokiller1888's Forum Posts

    > A problem we've always had is finding other ways to drive revenue. Asset store profit we make wouldn't cover even 1 employees salary/costs, and there are ~8 of us at the moment. It's a nice thing to have to help, but will never come close to our core product.

    >

    > Secondly, our strength is that we do mainly focus on our core product! Spending our time creating assets/templates etc to sell would ultimately take away from that. We'd rather just play to our strengths.

    >

    what if Construct 3 is a one time payment for desktop builds and if people want to use it on chrome then pay a fee??

    I'd say yes immediately, because I don't use Chrome. But that idea is not gonna work, everybody is simply going take the desktop version don't you think? Because the desktop version is more prowerfull, the browser will never be able to access local drives and stuffs like that

    Everade Well said.

    > They could have a basic, but fully functional standalone version of C3, and a subscription based C3 with free assets every month, free plugins, free templates, etc. Just think of something. Like a season pass of a game with dlcs.

    >

    I'm sorry, but that's one of the worst ideas I read on the forums in the past days.

    While I think this topic is useless, here's my opinion: subscribe. Subscribe and let the developers of your favourite software eat.

    https://www.construct3.com/ states 120'000 users. That's 120k*99usd 11'880'000usd to eat.... Of course, not all 120k users are payant

  • Right click the event => Make OR block

  • Plugin version 1.4.8 is out!

    Very simple update as this one just adds two expressions:

    "GetNickname"

    "GetProfilePicture"

    Download on official channel: https://github.com/AirConsole/airconsole-construct2

    My repo: https://github.com/Psychokiller1888/air ... construct2

  • cjbruce

    Just use the send message from your game to the desired controller. Invent your own format for your state changes, quick dirty exemple:

    Listen for the message on your controller

    airConsole.onMessage = function(deviceId, data) {
    		if (data.handshake) {
    			sendHandshake();
    		}
    		else if (data == 'displayState1') {
    			do your controller changes
    [/code:e6ihv45e]
    
    As for the nickname, you surely won't tell the controller to ask the screen to get the controller's nickname and make it send it back to the controller....
    
    You have an AirConsole object on your controller, so just get the nickname with it...
    
    [code:e6ihv45e]airConsole = new AirConsole({"orientation": "landscape"});
    	var nickname = airConsole.getNickname();[/code:e6ihv45e]
    
    As for the controllers not receiving, not getting dunno what, I cannot help sorry. I do not know this plugin and what it generates. I know that the official controller generator does work so I let you solve that with @X3M
    
    This is the behavior: [url=https://puu.sh/tDCKO.png]https://puu.sh/tDCKO.png[/url]
    Image is too big, this forum does not even resize when using [img]
    
    [img="https://puu.sh/tDCKO.png"]
  • No, you gotta listen for on message key, load a c2dictionary with the message and do what you need to do based on the dictionary content

  • Yes you can. I don't have a finished tutorial yet, but you catch the controllers input using on message key, loading a c2 dictionary . Look at my expression tutorial

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  • There's a rate limiter script available on the official git repo

  • Will investigate and let you know ASAP

  • Out of curiosity, with what device do you try? We have more issues with IOS using their AirConsole app, fewer issues on Android using their same app. I'm going to Ludicious game event today and should meet them, maybe I can discuss a little

  • > Could you add accelerometer options? For example, as the occlusions of the Touch object. Thank you, and your plugin is amazing!

    >

    I can't because it's not a feature of the Airconsole controller API, the

    onDeviceMotion[/code:etsdoy2c] event resides in the main Airconsole API, so you need to contact @Psychokiller1888 so that he implements it in his plugin.
    
    [url=https://developers.airconsole.com/api/api-1-6-0/AirConsole-Controller_Inputs.html]https://developers.airconsole.com/api/a ... nputs.html[/url]
    

    Will do, or at least in the new plugin

  • Yes you can upload your game without publishing it

  • +1000 for the cache issue. Better yet try in private mode. Device join does fail on simulator, I reported that looong ago to airconsole... There are different hacks possible to overcome that and I like your onConnect idea, but then again, once uploaded it won't fail anymore. Same for the simulator connect/disconnect buttons, they do what they want, not what you expect. Then, the simulator highly depends on the browser, I had 0 chance running it on edge, works 50% on chrome....

    I'd say that in the actual state I won't try to debug that, imo the problem lies on the simulator. I should make my new plugin public in about 2 weeks and we'll see then... The new one cleans the mess with message key and stuff per Exemple. I should meet with airconsole on Feb 26th, I'll have a word concerning that issue

  • Yeah, I did the updates plugin version 1.3... But the idea is so cool I gladly do that and propose my pull requests. But I must admit I'm working on my own plugin, a version 2 so to say, that makes it easier and gets rid of the deprecated stuffs. Glad you like it!

  • No, I'm not affiliated to them, but there's not really support here at scirra, but users... They are more active on other channels like reddit or stackoverflow. I've asked them to be an ambassador but got no reply. I help because the most of the plugin is made by me