TheRealDannyyy's Forum Posts

  • I know that this was posted quiet a long time ago.

    Anyway I made a feature request on this one HERE.

    If you read this please support my request and let's try to get Ashley moving towards adding this feature.

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  • You got $10 from clicking on your own ads, that is not just "a few times"...

    To answer some of your questions (including my personal opinion):

    1) It kinda makes no sense since nothing is holding you of from changing the ad network as far as I can tell from your post, so yes you can change from AdMob to a different not AdMob related ad network at anytime. You might have to change information regarding the ad plugin you use in C2 if you think about changing to a different ad network.

    2) From what I know about MoPub so far is that you might get a bit more revenue from using it.

    (This should help you with getting started or answer some of your more detailed questions later on. HERE or use this FREE MAGIC TOOL if you have more questions not covered by the tutorial.)

    3 + 4) If they block or ban your account of course all of your apps will show only blank ad banners, but I doubt that Google would delete your apps because of that.

    They mostly delete apps that are against their terms, which you can find somewhere on the dev. console, if you want to look them up again.

    All issues related to AdMob should not be asked here thou, in future you should consider asking those questions in the Google/AdMob forums.

  • Fixed it!

    The issue was so simple yet so hard to find.

    So for some weird reason FF 32bit was not in my windows start menu programs list which caused C2 to show up that error message.

    (I guess this happened because I removed FF 64bit earlier...)

    After reinstalling (again) and checking the advanced settings within the installer I found out that the checkbox for

    creating a start menu folder was unchecked, so I checked it and the error just vanished.

    (Bug is solved. Thanks for your help in trying to find the bug earlier zenox98 Ashley !)

  • Sorry about not responding with a possible fix but could you maybe rename the headline to something else?

    (It might get confused with my recent report about FF, e.g. "[r221] IAP Plugin JS Error Using Firefox In Preview".)

    Thanks

  • The feature request:

    I would like to change my games scaling mode from Scale Outer to Scale Inner (and reverse) without going into fullscreen mode.

    Why would you want to do that?

    The idea is simple, my main game layout requires to be in scale inner mode because some game elements have to be hidden due to gameplay mechanics.

    However when going into menus (1920x1080) scale inner is not a solution since it tends to cut off sprites and text that has been relativly placed on weird aspect ratios.

    Why won't you use the browser action to achieve this?

    As my topic headline says: "In Runtime / No Fullscreen", meaning that if I would have to change between scaling modes, the game would require to go into fullscreen which would be bad for players that want to keep on playing the game in windowed mode.

    Do you know that there is a workaround with that?

    Yes I know that there is a workaround with setting the game to fullscreen (with scaling mode changed) then quickly cancel it.

    However this does not seem to work within the windowed mode, it just works if you keep the game in fullscreen.

    So what exactly do you want me to add?

    I would like to see an action within the system or browser plugin to change the scaling mode while beeing in windowed mode (runtime scaling change).

    If this requires to restart the layout or something like that, I'm totally willing to do that!

    But wait, I know another way to achieve that you have to do ...

    Feel free to post any solution that I don't know about yet, I'll give it a shot for sure.

  • C2 just tells windows to launch a "firefox.exe" process, and this seems to work for almost all systems. It doesn't check any install paths or registry keys. I don't know why it's stopped working for you...

    I really don't know what to do about this, everything is on default with firefox.

    I guess you can close this one up Ashley if you would like to, I doubt that anyone else has this issue.

    Thanks for your quick response and help guys!

  • zenox98 Sorry for the late response, so I tried some stuff outside of C2 and I also cleared out the C2 registry (with backup of course).

    Only bad news, it's still not working for me.

    I would like to quote myself once again: "How does the previewing work, does C2 check for the default installation path or does it "find" the FF folder by itself?"

    (With more information about that I could maybe find a way to fix the issue since noone else seems to experience it right now.)

    For those who don't know, ClickTeam is working on ClickTeam Fusion 3.0 (said to be released late this year) and there are some who believe that it will introduce a reworked eventsystem that will look A LOT like what Construct 2 has right now. Many posts in ClickTeam forums compare the two eventsystems and the result is almost exclusively in favor of Construct 2.

    ...

    I always wondered why CT Fusion looks a bit like C2, I mean if you compare those two great engines you can see that the focus of CT Fusion is more on the end product (the game) and less on the way of creating it. On the other hand, C2's focus is clearly on creating games as fast and easy as possible but in cost of a bad end product which requires 3rd party technology (Even if it is native-like it will never be on the same level as native games in general, well in a few years maybe?)

    I think if CT Fusion 3.0 would be exactly like C2 currently from a design perspective it would be awesome of course, but the current version shows that the pricing of those native exporters and the engine itself is quite high and too expensive for the most indie or hobby developers. The pricing is one of the main advantages C2 has > Pay once, export to every supported platform. This however is not the case with CT Fusion at the time, there you have to pay for each exporting platform which costs a lot of money of course.

    Well at the end I can just hope that CT Fusion 3.0 will not be a "C2 lookalike" engine with free exporters and a low price because that would literally mean the end of Construct 3.

    (Unless C3 has NEW cutting edge features and is not just a ~80% copy-paste engine with Mac & Linux support. Sorry if I went a little off-topic here. )

  • zenox98 do you know which keys are used by the "preview browser" feature?

    Because the most of the keys just seem to be preference data which I don't want to remove.

  • Just for reference, i've always used FF and made sure to install the x64 version when it came out recently.

    I'm now using 43.04 without any issues.

    The only difference is you are using the Steam version.

    I'm wondering if uninstalling C2 and removing the registry branch would help, but I'd only do such a thing if you are entirly comfortable with such things.

    The Steam "data check" system is kinda like unistalling an reinstalling C2, but good hint on that registry branch I'll look if that will help me to fix the bug.

  • Ashley , re-installing didn't work either.

    I guess I'm the only one with this issue, so if I really am, I'm willing to go on using C2 with this bug.

    It doesn't affect game developement that much since I can still use the "preview with default browser" function.

    (If there are no other people experiencing this issue in the next couple days, feel free to close this topic up.)

  • Ashley

    I don't think it's necessarily latency testing with 2 tabs, it's just the fact that I'm trying to set the position of the player animation sprite to the player collision box sprite and it's not 100% (so it looks like it's lagging 500 ms behind).

    We're just worried that if there is a bit of lag on the hosts end, the peer basically can't play very well. Our game in particular is more important that each player feels literally no lag in their character (it's co-op instead of adversarial). I completely understand where you're coming from, though. We're just not 100% sure on how to implement the sync correctly.

    For me this sounds a bit like a "suggestion" to sync the objects position and animations (including frames).

    Note that I'm not suggesting a system like that, since the workaround with synced instance variables works OK, but Ashley you can be sure that a lot of us would appreciate a built in system like that for sure.

  • ome6a1717's method won't work: both the runtime and network latency are non-deterministic, so only sending inputs will cause the games to diverge until both sides are seeing something completely different. Multiplayer programming is exceptionally difficult, you should really use the built-in syncing features, which have carefully tuned redundancy and compensation features that can adaptively handle things like changing average latency and latency variance, high packet loss and packets arriving in the wrong order, while keeping synced object movement smooth and very close to the position on the host. If you think you can just send a few messages and get a similar system, you are severely underestimating the technology behind the Multiplayer plugin.

    If you run two tabs on the same machine, you should easily see <5ms latency between them. A poor quality long distance link from e.g. UK to Australia could be around ~500ms. So if you're seeing 600ms+ on the same machine, that indicates some kind of fault. The latency is 100% to do with the network connection, WebRTC won't add more than a few milliseconds. I did extensive testing of the feature at the time, and even long-distance games worked well with the multiplayer engine's features for compensating poor quality connections.

    Ashley Didn't expect you to respond so quick, thanks for clearing that up!

  • The good news is that Yes, you can do a multiplayer game with C2 in real-time that works really well! The bad news is the tutorials are unfortunately the wrong way to go about it. Syncing ANYTHING seems to be a giant pain. I've had much better luck sending messages back and forth and updating positions for each player instead of sending the data to the host and resending it back.

    ...

    Interesting method of handling multiplayer games, I would like to hear a statement from Ashley about this method and the high precision problems of the multiplayer plugin (used with the Internet mode as profile).

  • From my experience with the plugin so far, I can only confirm that either the plugin is coded poorly (which I doubt) or WebRTC is currently not able to handle high precision syncing over the internet.

    However I also noticed that syncing with the Lan mode activated is way better than the Internet mode, but as the manual says: [quote:2qu0sqyg]LAN mode should never be used for Internet games - it is intended for networks where bandwidth is effectively unlimited and latency effectively zero, which is typically only the case with local area networks, and taking advantage of this can improve gameplay quality.