tunepunk's Forum Posts

  • The beta versions have a different URL, e.g. editor.construct.net/r92 for the r92 beta. The stable release runs on editor.construct.net. If you bookmark/add to homescreen/otherwise load editor.construct.net, you're loading the latest stable release (currently r89). Then if you've opted in to get notifications about beta releases, you'll see a notification.

    So currently it's all working as intended, but this question has come up a few times now, so I guess we ought to tweak it to make it better. Maybe stable releases should only prompt you about a new beta once?

    I agree it's a bit annoying to always get the prompt, but don't know if there's any way around it.

    I don't know if it's possible, but if the setting could be read before the stable loads you could be redirected directly without starting the stable first. I have no idea where this setting could be stored though, and how you go back to stable if the setting is already set to use beta. That setting would have to be read even before the stable starts so I think that would be problematic. Can a persistent cookie keep track of the setting and redirect you, depending on what the setting in the cookie is?

  • It’s getting a color off anywhere on the game canvas that’s not reliably possible with webgl without some changes to the runtime.

    If it needs runtime changes maybe this can be added as a feature in C3 runtime Ashley ? This is a very useful feature to be able to get color and alpha values?

    EDIT: It would probably work great with the new color feature, to be able to tint objects in runtime based on the value you're getting from an expression like this.

  • I'm not sure this is a bug. I think it's related to this issue.

    When an object is created it doesn't really exist until the next top pevel event.

  • I don't see why IAP/Paypal should be any problem. If you can link their user profile with account balance on your website, whenever they do a paypal transaction you could just check the database if they have made the purchase.

    Maybe firebase or some other similar thing will do?

    Let's say they they create an account on your web-page. This is also their login in the game. If the buy for example ingame currency with paypal, you could just check if their account ? I'm not an expert or anything on databases but I don't see why this should not work. I think the only thing you need to be careful about is security.

    It's not hard hacking a html5 based game to add ingame currency. I've seen examples of that even here on Scirra store, where people hacked their high score.

    I'm not sure if this will work, but can't you display web-pages in Construct? if so maybe just an iframe loading a banner from any other traditional ad-network?

  • Phacanu? Alright thanks... how do I read those variables when they arrive then? This way was a bit above my knowledge.

  • unicornspitfire they used to have a product especially for turn-based, but maybe chat will do the trick? At least you can try it out

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Thanks. I'll try that then. I just followed the examples provided by photon. They used arrays so.... how do I send multiple variables in one event without arrays?

  • Phacanu Yes it's pretty inefficient. I'm sending XY and direction and some other stuff in an array every 0.1 seconds while moving because I didn't wanna lock directions. I Know you can make it much more efficient by only sending move start and direction, then move stop when you stop to move, but that would only work if i locked directions. i don't wanna restrict the player to any directions. Since you can move at any angle I need to update frequently for it to be accurate. So far i havn't figured out any more efficient way for a free 360 movement, and aiming.

    although it looks like i forgot to round some numbers before sending lol.

  • You do not have permission to view this post

  • Prominent if you're developing for mobile i can really recommend a laptop with touch functionality, or some kind of tablet hybrid surface like product. It really speeds up testing as you can touch the screen directly, and don't need to test on a mobile device every time. If you're not targeting mobile, any decent laptop will do.

  • Artpunk I haven't done co-op but by game arrowheads that i'm working on from time to time is a quite fast paced shooter. You can go to http://www.tunepunk.com/arrowheads in two different browser windows side by side... move your characters close to each other, and fire an arrow. The lag is very minimal... pretty much instant, so I don't think it will be a problem.

    If you wanna try the game on a pc, the game is touch based, so move around by clicking and dragging left side... shoot by clicking and dragging backwards on the right side..

    Or you can open one instance on your phone and one instance on your pc to see if there's any lag.

  • The free user limitation is ok. If you get more users constantly playing your game you're probably earning enough already to cover the fee of the next tier, depending on how you well you monetize your game of course.

    Artpunk

    Photon supports all platforms. So far i have had no problem with either android ios, windows phone, and pc all can even play against each other in the same rooms. I'm targeting mobile and i think it's perfect for that purpose as your don't need the host/peer setup. I guess Mobile users wanna be able to just jump in and play at any time against random people, or create rooms to play with friends... very simple to setup. You can disconnect from a room and keep the room open until the last one leaves.

    For me it was very comprehensible...

    if player 1 moves... you send that to the photon server which then sends that movement to the other clients.

    if you fire a shot. You can first send that to photon server then to all clients including yourself to have the shots somewhat more synced.

    Most of the time the lag is minimal. I haven't measured any exact ping but on mobile, any lag will probably be caused by your mobile connection, not photon.

    I'm not an expert but if you decides to play around with it, I'm happy to answer some questions.

  • You can try the Photon Cloud plugin. I'm using it and find it way easier than the built in Multiplayer plugin. It doesn't really use the traditional Host/peer setup. So even if the "host" leaves the game is still running.

    Here's a link to the plugin.

    In my game i'm using random rooms of max 4 players. You just connect and start playing with random people from anywhere.

  • I'm not sure. I havn't tested pathfinding on iphone, maybe the webview on iphone can't handle web workers? Detailed here in the manual under finding paths.

    https://www.scirra.com/manual/154/pathfinding

    As for the stutter, I'm experiencing as well across several devices and even on pc, but seems to be related to garbage collection. Maybe Canvas+ handles garbage collection more efficiently than webview and regular web-browsers?

  • I'm not sure if you solved it yet, but the easiest way to do this is to pin the objects. then rotate the pivot points.

    Use the pin behaviour on the sprites you want to rotate around the pivot.

    Here's a c3p example as it looks like you're using C3.

    https://www.dropbox.com/s/46ys4wndes1ns ... t.c3p?dl=1