RBuster's Forum Posts

  • I plan on using AJAX and requesting a text file, and when it is complete, read this file, and compare the text. Do you think that would not be enough? Is it possible for someone to know that the game is looking for this file and even identify it? I would like to use an undetectable process.

    EDITED: This is the code I intend to use:

    + System: On start of layout -> AJAX: Request "http://mydomain.com/file.txt" (tag "file") + AJAX: On "file" completed ----+ System: AJAX.LastData = "PASS" -----> System: Go to Layout1

    One more question: Can't security defense systems (their server firewall / cross-domain browser preventing / etc) prevent this access? If so, how to solve it?

  • I have to send some game files to be tested on a server and I would like to know if there is a way to stop the opening of this game's page, using some system created on C3 that allows me to control this from my server, for example, something that checks if a file is located at a URL (on my server in this case), and if there is no such file the game will not start. It may be that or another possibility that is suggested. Thanks.

  • I am willing... but have limited time today. Will see how tomorrow goes.

    Sure. Thank you.

  • Hi AllanR

    Just checking if you’ll continue to help me complete this demo.

  • Thanks a lot for your help.

    In fact, these data change continuously, mainly because new components will be included later, besides that it is possible to measure various types of voltages (voltage/resistance/etc). I thought about setting these values directly on the multimeter when the test probes overlapped the ends of the components or the nodes that are over these ends.

    Here are the values for this demonstration circuit:

    - battery = 12 volts (I don't know if there will be more than one battery in future circuits)

    - fuse = 5 amps

    - resistor 1 = 100 ohms

    - resistor 2 = 200 ohms

    I would need to check that the circuit is complete, that the components are in order and that some of the wires or components have been disconnected, which can alter the measurement of any component or circuit.

  • Thank you so much for this.

    Regarding the wires, I will need to show in this demonstration how to test the circuit or measure the voltage of some components without one or more wires connected to them. Should this be another way of checking what you just did, or is it possible to include the wires in that check?

  • I still need to understand how to check if the circuit is correct or not. Could someone help me with this?

  • Hi AllanR

    The linked list of components will be created in the log as the components are connected by wires, right? I think this is the way to check if the connections are correct or not. Would you know how the connections will be included in this list?

    Maybe checking if the nodes with the same UIDs of the components are overlapping the nodes of the wires and then comparing the IDs to be at the ends of the wires there are two components that are part of the sequence? Wow, this is really hard for my brain 'o'

  • R0J0hound

    I will take a look at the file. Thanks so much for all the explanations.

  • Ok. Thanks.

  • The cutting tool is very good, as well as the possibility of not connecting components.

    I forgot to comment that other circuits may have other components, that is, when we verify that the order is correct, there may be more or fewer components. To verify, the user will have to turn on the switch, if he is right, an animation of the wires will appear as it happens in the online simulator that I included in the first post.

  • Very nice! I will check it. Thanks.

    Could you tell me what I can do to check if the user made the connections according to the diagram or if it is wrong?

  • well, that turned out to be a much deeper rabbit hole than I expected...

    I made each component a "Node" (renamed Family1 to NodeFamily), and after looking at the Circuit project at the top of the thread decided we needed to add an Connector object as well, because you can drag Nodes or you can drag the connection point.

    so, after a lot of debugging, infinite recursive loops, and strange side-effects, I think I have the connecting of Nodes working pretty well. Right now the Connector objects know how things are joined together, but the Nodes themselves don't build a proper linked list that would be required to test the logic of the circuit...

    drag Nodes or connectors until they overlap (the connectors will turn blue), when you drop the object the connection is made. Right now there is no way to break a connection. And each connector can only make one connection (unlike the example Circuit project linked at the top). My code needs a lot more comments to be readable! and it probably could be cleaned up now that it is mostly working.

    https://www.rieperts.com/games/forum/NodeConnect.c3p

    Awesome!!! Very nice example!

    As I understand it, it is still not possible to check if the circuit was assembled correctly (following the same order of the diagram), right?

    EDITED:

    Components could not be connected to components directly. How could I do to add this rule?

    And with regard to breaking the connection, I thought about erasing (destroying) a wire to be able to release the stuck component. Would that be a good idea?

    I found a small problem: if I bring the cable close to the battery, perpendicularly, the wire connects to the two nodes of the battery, automatically

  • Yes, I think so. Even the actual components do not always have to be in a specific orientation. The only need is for the wires to be separate objects and not part of the components, that is, I will also have to position them in the same way I have to do with the components, as they appear in the diagram.

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  • These options that you included could be right, but if this is going to complicate the development of the project, I can leave the positions restricted to what is being shown in the diagram, that is, only one solution

    The components could be inverted, but I think this is a problem. I thought about just allowing them to rotate 90 degrees once and/or return to the initial position.

    Complementing, yes, the switch could be right if the user rotated it this way