Robsta's Forum Posts

  • Thanks!

    I publish on Synaptop because I work there. We have quite a few free games (many made by me), we focus on multi player games (playing with friends) and we have a javascript API for to accomplish such. I wrote a plugin for Construct 2 that allows me to utilize the API in Construct, so I like developing with it. (I find it a lot simpler to set up and use then Construct's own multiplayer plugin, although I have used both in the same game once or twice.)

  • I finished another game you can find on Synaptop.

    The game is a rendition of the classing Rock-paper-scissors game that many of us learned when we were younger. In the game players can see their opponent's choice for a few seconds, then both players have a chance to change their choice, to trick their opponent. The game keeps track of score and continues indefinitely.

    I have got an external page for this game found here.

    As always, I welcome any feedback be it questions, comments or concerns.

  • I just finished a game inspired by agario using Construct's multiplayer plugin.

    In this game you are a fish, your goal is to eat all the littler fish to grow bigger. There are theoretically unlimited players who can play it. Here's a screenshot

    You can play the game for free on Synaptop. (This is a link to the external page for the game, you have to log in to actually play it)

    As usual, I welcome any feedback, be it questions, comments or concerns.

  • Problem Description

    The multiplayer real time game tutorial is having synchronization issues on Chrome.

    Attach a Capx

    (I must have been away for too long, can't see the attach a file button in posting/editing)

    Description of Capx

    Multiplayer - real time game tutorial. The only modification made was to change the game name to scirra-gametutorial4 so as to have a personal testing room.

    Steps to Reproduce Bug

    • Step 1 - Open the Multiplayer Tutorial
    • Step 2 - Change the GAME_NAME variable to some other value such as "scirra-gametutorial4".
    • Step 3 - Run layout (in firefox), enter an alias and press the Join button.
    • Step 4 - Copy the URL and start the game in a second tab in firefox and in a tab in Chrome

    Observed Result

    • The player on Chrome cannot damage the player(s) on firefox. Also has problems moving.
    • The player on Chrome occasionally has very high latency and PDV.
    • When the game was run in 2 tabs in chrome, both players disappeared from the game.

    Expected Result

    All players can damage the other players normally, and move correctly.

    Low latency due to all tabs/browsers being on the same machine with the same connection.

    Affected Browsers

    • Chrome: YES
    • FireFox: NO
    • Internet Explorer: Cannot run multiplayer plugin

    Operating System and Service Pack

    Windows 7 Ultimate, Service Pack 1

    Construct 2 Version ID

    Release 208 (64-bit) checked

  • Finished up a box of lies game that's meant to be run with Synaptop's Video chat, although it can work well with any other mode of communication, it's more fun with a service that relays both video and sound to give the other players more clues as to if the active player is lying.

    In this game, the active player is shown an object, which they must describe to the other player(s), and the the other(s) must determine if the active player is telling the truth or lying. If they guess correctly they gain a point, but if they guess wrong, the active player gets the point. After 9 objects, the game is over and the player with the most points wins.

    The game, video chat and Synaptop is free on synaptop

    I have an external page for this game found here

    Here are some screenshots for Box of Lies

    [attachment=1:qicelsuu][/attachment:qicelsuu]

    I also created a little happy holidays app for you all, it's also free on Synaptop as usual, here's a screenie!

    [attachment=0:qicelsuu][/attachment:qicelsuu]

  • Synaptop's website appears to be evolving, and my games are amongst some of the apps that have gotten external pages for them. Therefore I took this opportunity to update my posts for some games to link to the new external pages (with screenshots!).

    All the listed apps are completely free.

    Girl Meets Boy

    A 2 player co operative platforming game which uses a combination of the Multiplayer plugin for real time networking and the Synaptop API for multiplayer event communication.

    Includes 10 levels, each a challenge or introduces new concepts/objects into the game.

    Synaptop Page: Girl Meets Boy

    Forums Post: Girl Meets Boy

    Checkers + Chess

    Classic games with official rules

    Synaptop Pages: Checers Chess

    Forums Posts: Checkers Chess

    Pictures With Friends

    A picture guessing game with customizable cards and supports many players.

    Synaptop Page: Pictures With Friends

    Forums Post: Pictures With Friends

    Memory

    A match the pictures memory game that supports single player and multiplayer.

    Synaptop Page: Memory

    Forums Post: Memory

    Cards vs Mankind

    It`s almost like playing apples to apples or cards against humanity.

    Synaptop Page: Cards vs Mankind

    Forums Post: Cards vs Mankind

  • Thanks and true, but I'm not much of an artist, so if anything needs drawing I often look for free-to-use public domain stuff, unless I feel like getting art commissioned.

    If you know of any good quality (and complete) 3D looking chess sets I can use, I'd definitely look into updating the graphics.

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  • I recently finished up a 2 player chess game in Construct for Synaptop (using their API calls to network between 2 users.) You can play the game for free on Synaptop. Looks like I can now link to a page for my game, and not have to rely on just linking to Synaptop's main page.

    Some of the functionality I've worked in is allowing users to only move legally, while supporting all special moves in chess, including castling and en passent. I also take into account check and force players to not move into check and move out of check when in check, and calculate check mate and stalemate. (That last part was the hardest part for me to code in in any sort of optimized way, does anyone have an optimized checkmate algorithm for construct events?)

    As always, I welcome any questions comments concerns.

  • I finished up Girl Meets Boy, a 2 player co operative platforming game playable on http://www.synaptop.com.

    Girl meets boy uses both Construct 2's multiplayer plugin and Synaptop's API for networking the 2 players and can be played on any device for free.

    Here's a screenshot of the game:

    [attachment=0:1v50axdj]GirlBoyScreenie.png[/attachment:1v50axdj]

    As always, feedback is welcome and encouraged.

    Edit: now I have an external store page for the app: http://www.synaptop.com/synappstore/app ... /ID-254556

  • So I've noticed some peculiar behavior in regards to networking the same objects across multiple layers. Right now I'm specifically looking at 2 "player" sprites, which I use in all the layouts of the game I'm currently developing. What appears to be happening is that when a player is "created" in a new layout due to being synchronized from the host, it's initial position is set to the last position it was at in the previous layout. This only happens on the client side and corrects itself after a short time of the player jumping all over the layout to figure out where it should be (half a second maybe?), but it's long enough to mess up events depending on it's location as soon as it's created, as demonstrated below. For obvious reasons this only occurs in the 2nd and later layouts during operation, it doesn't occur in the first layout.

    Here are the significant events (I'm using r177):

    In the client group I call these

    [attachment=2:2xbwj4vu][/attachment:2xbwj4vu]

    The "On setup layout" is only called on the second and later layouts, as the function that calls it is called on start of layout, and is only run if a multiplayer connection has already been established. For the first layout I call

    [attachment=1:2xbwj4vu][/attachment:2xbwj4vu]

    in the networking group (for the client only), which essentially does the exact same thing.

    To transition between the layouts I use

    [attachment=0:2xbwj4vu][/attachment:2xbwj4vu]

    The call for the Synaptop function (Synaptop.. Display: Player.ResetX etc...) is purely a debugging message I added to help isolate the problem.

    When I run the project and transition into the 2nd or later layout, the "->player on created:" function gets called 2ce per player. The first time it calls the functions with the correct locations, the second time it calls it with the location it was at in the previous layout. The question is where exactly is the problem, and how to solve it?

    I am assuming that the first time it called it for the characters already on the layout that got destroyed with the player->destroy function on the start of the layout,

  • Ah, event groups. That'll do it thanks.

  • Just a quick question. What is the difference between restart layout and go to layout (LayoutName)

    I know there is a difference, since I was using Restart Layout and I got multiple problems with behaviors acting funny, then I switched to Go to Layout and the problems were fixed. Is it something like if the on start of layout functions are called?

  • Problem Description

    Multiplayer is acting strange in version r176

    Attach a Capx

    [attachment=0:7zevmz9c]Multiplayer game example.capx[/attachment:7zevmz9c]

    Description of Capx

    Unmodified Multiplayer example

    Steps to Reproduce Bug

    • Step 1 Start Construct, Open the 3rd multiplayer example (real time game).
    • Step 2 Press the Run Layout Button (for me default is Firefox)
    • Step 3 Type "Foo" into the text box and start the server
    • Step 4 Run the layout in a new tab in Firefox by typing in the URL "LocalHost:5000"
    • Step 5 Type "Fred" into the text box and connect to the server

    Observed Result

    The game proceeds to the 2nd layout, and the user is presented with a pop up box that informs them that: [quote:7zevmz9c]Javascript error!

    Error: RTCPeerConnection constructor passed invalid RTCConfiguration - missing url

    http://localhost:50000/c2mp-peer.js, line 127 (col 35)

    This is likely a bug in Construct 2 or a third party plugin or behavior - please report it to the developer. Subsequent errors will be logged to the console

    In the background you can see that the networking text box says:

    Connected Logging in...

    Logged in with alias: Fred (AEEP)

    Joining Room...

    Kicked (either could not connect to host or host quit)

    The host's game does not appear to change in any way, they can still move and shoot and there are no new messages or peers.

    Expected Result

    Before updating, I would have a networked game.

    Affected Browsers

    • Chrome: Cannot connect to Firefox or visa versa, but can connect to a Chrome host.
    • FireFox: YES
    • Internet Explorer: Does not support multiplayer

    Operating System and Service Pack

    Windows 7 ultimate

    Construct 2 Version ID

    Construct 2 r176 (64 bit) beta

  • There are plenty of ways to change this:

    If you want one big background (stretched) then you open an image editor such as paint.net and stretch the image and save it manually. Alternately find a background with a higher resolution.

    If you want a background that you can adjust the resolution of and have it stretch whenever, you have to use a sprite (or other similar plugin, such as a 9 patch). However note that this is less computationally efficient, and drawing to the screen is what takes up the most processor time.

    If you want a background that fills the screen and never moves, then set the background's parallax to 0 and make sure the source image and tiled background object are both the same resolution as the screen.

  • bump