Taurian's Forum Posts

  • Worked perfectly Ramones. I didn't know that's how you could use the "nth" instance condition.

    Thanks for the help as well zsangerous

  • When I export my project with the Minify option selected I get this error:

    Uncaught TypeError: Cannot call method 'apply' of undefined c2runtime.js:98
    c.uj c2runtime.js:98
    c.zh c2runtime.js:91
    c.Ja c2runtime.js:91
    c.Lm c2runtime.js:92
    c.zh c2runtime.js:91
    c.Ja c2runtime.js:91
    f.Kj c2runtime.js:110
    f.cn c2runtime.js:109
    f.trigger c2runtime.js:108
    f.Ej c2runtime.js:72
    f.hq c2runtime.js:64
    f.Sa c2runtime.js:61
    D.e.da c2runtime.js:49
    

    When I export with Minify off, everything works ok.

  • How would I go about getting the IDs or Instance Variables of two objects (of the same instance) that collide with one another?

  • That's awesome news. For the Socket IO plugin I send Comma Separated data. But I know the photon server uses Op Codes. We send data on a specific channel with certain parameters etc. Let me know if any of this rings a bell.

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  • I'm actually trying the resync direction now. A simpler solution would be no pausing.

    Users will have to sometimes minimize the game to look up data on our Wiki.

  • For Flash, I can set a timer that fires off every 15 seconds or so.

    For construct, i'm actually connected to a NodeJS server with the SocketIO Plugin.

    But when the game isn't in the foreground, it doesn't want to run or send data.

    How do we keep the game alive when people aren't looking at their browser for a short period?

  • Thanks Ashley you rock.

  • Awesome. Here's what I have so far:

    var ev = this.runtime.all_global_vars;

    console.log(ev);

    So naturally I get an array.

    My question is, if I select an element by it's key [0], or [20],

    var ev = this.runtime.all_global_vars[2];

    console.log(ev.name);

    Does that key usually change whenever I add a new global variable or restart the game?

    If so, how would I select it by it's name? Or would this require a loop of some kind?

  • I'm having a problem with a plugin not doing something I need. I have an idea for a fix, but I need to access a global variable "game_id" in the game.

    Is there a quick way to grab/change this variable with the C2 sdk?

    I read somewhere that I would need to use the system object, but i'm pretty sure that's for construct classic.

    I've tried: t = system.global('game_id');

    console.log(t);

    Obviously it doesn't work. Let me know if you can point me in the right direction.

  • This is probably a bug in the author's code. You might want to try and contact them for fixes/updates.

    He hasn't been active for 142 Days. I'm not sure he's coming back.

  • I can't pronounce your name, but I love you. Thanks for the fix.

  • Hey that's pretty neat. Thanks.

  • Yeah I went with the fade effect to pop the text. I've animated in after effects before, I just don't think it's necessary to go that far just yet.

  • I was surprised with his answer, as they currently rely on the unity3d market for sales. I don't need to go into the details of why it's a great idea to make a photon-construct2 plugin. They'll come around eventually.

    CJR Gaming has been a real life saver with Photon. But it required me to learn a spot of C#.

    cjrgaming.com/photon_mmo_development

    It's the closest thing I've found to SocketIO.

    Javascript Multiplayer Map Demo

    I've never seen this before, didn't even know they had a Javascript demo. Was it in the Java SDK? If so, it's probably targeting the Photon Server(Hosted) and not their cloud (Which is still ok).

    I have quite a bit of experience with the Photon Server version so if you need some quick answers, that's definitely something I can help with.

  • Hello, does anyone have any tips on making a "Pop Up" animation?

    Like what you see when a friend logs into Xbox Live, or you get a notification?