Reflextions's Forum Posts

    OH Snap. Nice work Ash, im going to try going from:

    - Construct r216

    - Node Webkit 10.5

    - first release of greenworks

    To:

    - Construct r233

    - Node 15.0

    - Latest release of Greenworks addon...

    I expect i will either tear a hole in space and time or I will die trying. Either way, im ready for the adventure.

    Thanks for the work. Im ready to guinea pig it up!

    Good luck, let us know how it goes!

  • Custom Controls Menu — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/custom-controls-menu-2739

    <p>Custom Controls Menu is a complete options interface for customizable controls on PC games. Modularly designed, it can be drag / dropped into any project, and configured to your needs in minutes.</p><h3>Features</h3><div class="deshr"></div>

    • Fully configurable keyboard controls customization
    • Will not save if any values are empty
    • Easy to use interface with useful functions such as clear all, reset, and reset all.
    • Asks the player to confirm overwrites.
    • Toggle key code displays for user simplification.
    • Modular: simply paste into your project and tune to your needs.
    • Fully detailed comments
    • Well organized code can be easily edited or removed as needed.
    • Comes with a demo and a tutorial.

    <p>In this day of game development, there is no excuse to have non-configurable controls. Save yourself a few hours with this template!</p><h3>Planned Features</h3><div class="deshr"></div>

    • Gamepad support
    • Multiplayer profiles

    Use this topic to leave comments, ask questions and talk about Custom Controls Menu

  • I'm looking to contract an artist to create art for multiple mobile games. This post is for the first project specifically, but ideally I want a candidate that I can rehire for future projects.

    For the first project at least, you will be reskinning some placeholder art I am using. The game is a top down road theme. Here are some screenshots of what you will be replacing:

    Art direction will be mostly up to you so long as it fits the theme, so you'll need good taste. I might need direction on how to fluff the game aesthetically. I'll also need UI art to use across these games.

    Payment is at a fixed rate, I will give a full list of the assets that need to be replaced, along with the required sizes and types. I estimate the asset list for the road set will be about 20-30 images, and the UI will be around 15. So while the first projects are pretty small, they need excellent art.

    If you are interested, PM me with a portfolio / samples, and if I like what I see I will get back to you with a full offer.

    Thanks!

  • Anyone figure out how to fix this?

  • Bump, having this issue on kindle fire.

  • You could try something like that (edited capx)

    That works perfectly. Thanks!

  • I'm not sure this is possible, you may need a custom plugin. A way you could emulate it though, is to have the other layer of physics interacting offscreen, and then duplicate their actions on screen with non-physics objects. I'm curious as to why you need two layers?

  • Hi, I'm trying to create a slingshot system where when the player pulls back the slingshot, it revolves in a smooth semi-sphere behind the slingshot.

    I've manage to accomplish this in a box shape working, but I need the smooth movement along a semi-circle, or full circle when the mouse is outside of the range. Try the demo to understand what I mean:

    https://dl.dropboxusercontent.com/u/44188718/C2%20Exports/slingshot/0.0.1/index.html

    I found this, and am working on it to help me: https://www.scirra.com/forum/viewtopic.php?f=147&t=73855&p=616646&hilit=circle+clamp#p616646 but I unfortunately I just can't figure this out right now.

    Does anyone know how to accomplish this, or have ideas to approach? I'm totally stuck at the moment.

    Here is the .capx: https://dl.dropboxusercontent.com/u/44188718/Temp/slingshot.capx

    Thanks for any help!

    they have launched their demo version today so take a try

    i am also very excited to try it

    Where'd you see that?

  • Sent you a PM!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi Jagwaar, I may be interested in this position but I would like more details of this project. How much traffic does your website generate, and could you be more specific on how compensation is distributed? Cheers!

  • So I think I will try using firebase with this, I'll let everyone know how it goes once I have something.

  • The array doesn't really play into the player count, I just set it at 4 because I was testing Photon for a game with a maximum # of 4 players. You should be able to increase it to any arbitrary number without having to make any other changes to support more players. With how it works now, if Photon finds room but they're all maxed out at 4 players, it creates a new room. If you increase the player count per room, it'll allow more players to join any available rooms before creating a new one.

    As for DB/user accounts, I'll just be using Steam, which solves that issue. Otherwise you'll also need to do some server-side scripting to interface with the DB/custom user accounts.

    Steam would work for usernames, though I haven't really see a game use it to keep track of in game data, (levels, items, etc). If we still had clay.io that would likely work, but as far as I know we don't really have a replacement for that. The problem with steam for me is if I want cross platform games, I can't use a steam DB on iphone.

  • You don't need to send the X/Y position every tick, that's super-inefficient, especially when using the Platformer object. Send when you start/stop pressing keys instead. The example tutorial is the completely wrong way to do it. Let each local machine control all of the player Platformer objects, but set up player input to only directly control the player object assigned to the local machine. When the local player object receives input, send it as Photon events so other players receives each player input event and trigger them on the local machines. Think of it as client-side prediction: the player objects just receive start/stop information and occasionally send and receive position events when specific things happen (start moving, stop moving, jumping, falling, etc.). It's a lot less data to send as well so should be less affected by connection speed.

    I'd planned on cleaning this up a bit before distributing it, and I probably will at some point, but if none of what I said above makes sense then check this out. It shows what I'm trying to explain above. https://dl.dropboxusercontent.com/u/14245368/C2/Examples/Photon_Multiplayer.capx

    Thanks for the help! I had tried sending it less frequently and lerping to compensate, but still had the floating issue and this is a lot better.

    Out of curiosity, is there any specific reason you set the max players at 4? I'm guessing to not overfill the array, but you could expand that. Or does C2 send the full array if values are not used, and bandwidth is wasted?

    Another topic, the next logical step for multiplayer games is to have a server database / user accounts. As far as I can tell this isn't do-able with photon. Theoretically you could do this with sql databases, but I'm not sure how secure that would be? What do you all think is the best option for this?

  • Set up Photon to send an event update when the following events occur:

    - Player starts moving

    - Player jumps

    - Player starts falling

    - Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)

    Syncing those events should fix the issue.

    Unfortunately , that didn't seem to work either. I've tried across multiple devices and browsers.

    Here is my .capx, taken from the tutorial for simplicity sake.

    https://dl.dropboxusercontent.com/u/44188718/Temp/MultiPhotonTutorial.capx

    You'll have to put in your own AppID for Photon.