Robsta's Forum Posts

  • So I just finished Cards vs Mankind, a word matching card game similar to the game in print.

    The game works for both computer and mobile devices, works for up to 10 players and allows players to use customize their own deck of cards.

    Unfortunately, I can't post a link to the actual game, as it relies on the Synaptop API to work, however you can check out the game in the Synapstore on http://www.synaptop.com. Both the game and Synaptop are free.

    Here are some screenshots:

    [attachment=2:tnywups2]Computer.png[/attachment:tnywups2][attachment=1:tnywups2]DeckEditor.png[/attachment:tnywups2][attachment=0:tnywups2]Mobile.png[/attachment:tnywups2]

    Now with an external page: http://www.synaptop.com/synappstore/app ... /ID-254508

  • Thanks for the reply, I'll keep this in mind.

    I don't expect slowdown in the game, even on mobile, but it is always good to keep performance in mind when coding.

  • I'm asking if those 2 sets of events will run differently during run-time.

    It is assumed that the groups have all been created somewhere -> on a different event sheet.

    I'm going to want a lot of the same event groups on my Computer and Mobile event sheets because both event sheets are using the same event structure, and just modifying critical information. Therefore both sheets will need a "Deal Answers" group etc.

  • Basically I'm working on duplicating an event sheet with a number of critical changes to adapt for a different platform (mobile), So I'm going to want a lot of the same event groups on the sheet for each.

    So here's my question;

    Is this:

    [attachment=1:164u4w4p][/attachment:164u4w4p]

    Different then this:

    [attachment=0:164u4w4p][/attachment:164u4w4p]

    In any way?

    Can I just do that to work around not being allowed to have groups of events named the same thing on different sheets?

  • I guess what I'm looking for is if there's an easy way to turn off a plugin during debugging mode, as implemented on the side of the plugin developer.

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  • And that's what I'm trying to fix, I can give more information.

    The error is as follows:

    Javascript error!

    ReferenceError: synaptop is not defined

    localhost/Synaptop_plugin.js, line 67 (col undefined)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    Line 67 of the run time file is where I call the actual code which loads the api.

    Furthermore, the plugin requires a modification of the html header file exported by Construct 2 (it takes in and finds the app ID). It may well be not having this piece which causes the error during debugging.

  • I wrote a plugin that I've been using for my own purposes so far, and it's working fine, but there are still a few bugs/annoyances I want to fix before I release it to Construct's general plugin pool.

    One of these bugs is that it breaks Construct in debug mode.

    This is because the plugin requires the application to run in a specific domain (in this case Synaptop) to run any of the plugin's functionality, similar to Kongregate.

    However, Kongregate's plugin and Facebook's plugin simply do not run in the Construct 2's debugger, my plugin actually breaks the debugger. (When exported and run in the wrong domain it simply doesn't run, similar to the other plugins, when exported and run on Synaptop, it works as it should.)

  • This plugin works great... except for the fact that making a 4 screen split screen slows my frame rate down to 10.

    I see very little advice for optimizing rendering besides "updating your drivers"... which isn't really advice because you can't update the drivers of everyone who's going to download your game.

    Anyone else have better advice for optimizing rendering with split screen and this plugin?

  • As far as I can tell, the browser plugin only allows you to log text, this plugin allows the logging of arrays and objects as well. Beautiful.

    Especially useful for me for projects I can't use construct's default debugger for.

  • Works great, thanks

  • Strange, I remember using "Restart Layout" before and it did trigger the "on start of layout". I recall creating an infinite loop this way.

  • Can you "Pick Nth" to pick the last instance?

    I'm having a similar problem, I'm trying to select a specific overlapping sprite, but it defaults to selecting the sprite with the lowest UID (or appears to), while I want the one with the highest UID. If I use "Pick Nth" with N = 0, I get the card with lowest UID, N=1 gives me the card with 2nd lowest UID etc... but I want the card with the highest UID, and the number of cards picked isn't set.

  • That was what I would have suggested originally, but I noticed the template game he's basing it off of doesn't use an invisible box, it just has every frame of the animation have the exact same collision box.

    (doesn't have to be "bigger", just has to have every single from of every animation have the exact same collision box.)

  • I got that it's the same as AJAX from reading the docs, but I'm not sure how to do it way AJAX either. Does that mean I need add it to the header in the exported .html file? *Tries it* Nope that didn't seem to do anything. *Reads link from AJAX documentation a little closer*

  • I took a look at it and it appears that your problem is not in the export of the image, rather it's because your collision box for your animation is not set up correctly, thus resulting in your character falling every time they reach a certain animation frame. Firstly, this results in the running animation to stop immediately and the falling animation to start before the running animation is complete, secondly, since you can't jump while falling, it means that the jump command doesn't work approximately half the time (while you're falling).