tunepunk's Forum Posts

  • I'm making a promo game that will be hosted on a website. The game will be available to everyone, but if you're already logged in on the site (you can be logged in through facebook account, site account, google etc)

    I don't want to have another login inside of the game with credentials. Is there any way to get the user data from the site you're already logged in on, and how?

    Any help appreciated.

  • Ahhh.. I found it in the browser object how to detect changes in viewport size.

  • I'm doing a game kind of responsive to fit various screen ratios. A lot of objects are placed based on viewport size.

    Is there any way to detect the changes in viewport? For example, if someone resizes the game window, or change the orientation from landscape to portrait (on a mobile for example), och click the fullscreen button.

    There doens't seem to be any system condition to detect changes in viewport size.

    Any help appreciated.

  • I'm building a small little promotional game for a client. The game will be hosted on their site and also on appstore/google play. I's a small little game where they will have weekly rewards to customers rank high in the highscore.

    They have their own user accounts which people create on the site.

    What's the best way to handle authentication in the game? Logging in on their user account, and also posting highscore etc via an API.

    When hitting the API how do you define if it's a POST or GET?

    Any help appreciated. If it turns out a bit too complex for me to do myself, I will gladly pay for some assistance.

  • Another thing.. Make sure you uncheck the "use default controls" on the platform object.. Can cause issues.

  • You need to use trigger once on the events that are starting the tween. Otherwize it's kind of like the tween is triggered every tick while the shift key is held.

    Trigger once, or using the "On key pressed" also works.

    Conditions that fire once have a green arrow. Otherwize it will trigger every tick while the conditions are met.

  • If you want smooth animations regardless of game speed I would highly suggest using other means than frame animations.

    Spriter, Spine, or animate parts of your characters with code or timeline feature. As the inbetween frames are calculated in realtime based on curves rather than frame-by frame that is slowed down.

    Of you take a 30fps frame animation and play it at slowmo (10% speed) it will be a view as 3fps animation, and will look like the frames are choppy.

    Timeline based animations will calculate the inbetween frames regardles of speed so will always play at framerate.

  • If you are using a computer with Windows 10. Just click Win+G to open the built in game recording bar.

    You can record any game or browser window, so should work even if you export an NW.js version of your game for recording, or preview.

    It's good quality and no watermarks.

    A lot of people don't know there's a built in game recorder in Windows 10.

  • > macube Hmmmm tested it in C3 runtime and seems to be working fine.

    >

    > No issues here. Maybe they updated it recently then?

    >

    > Opened an old c2 project with Photon Cloud, and switch to C3 runtime with the latest version of Photon plugin and everything works as expected.

    Hmm, is this the last version/download-link? :

    https://www.photonengine.com/sdks#construct2

    Version 4.1.0.1 seems to be working fine in C3 runtime. Just downloaded it.

  • macube Hmmmm tested it in C3 runtime and seems to be working fine.

    No issues here. Maybe they updated it recently then?

    Opened an old c2 project with Photon Cloud, and switch to C3 runtime with the latest version of Photon plugin and everything works as expected.

  • > I would suggest trying the Photon Cloud Plugin as well. I also had some problem grasping the built in multiplayer plugin.

    >

    > Photon Cloud was much more simple to understand for me and worked great. Try it out.

    >

    > construct.net/en/forum/extending-construct-2/addons-29/plugin-photon-cloud-93112

    >

    > There is a C2 and C3 version of the plugin and it seems quite well maintained.

    >

    > There are some examples as well. Pretty easy to set up and understand.

    The Photon Cloud Plugin is for CS3 - Construct 2 Runtime only.

    Ahh.. I havn't used it for a while.. maybe should ask them for an update?

  • I would suggest trying the Photon Cloud Plugin as well. I also had some problem grasping the built in multiplayer plugin.

    Photon Cloud was much more simple to understand for me and worked great. Try it out.

    construct.net/en/forum/extending-construct-2/addons-29/plugin-photon-cloud-93112

    There is a C2 and C3 version of the plugin and it seems quite well maintained.

    There are some examples as well. Pretty easy to set up and understand.

  • do you mean something like this?

    dropbox.com/s/cktagro3h7ygvs0/lazer_cannon.c3p

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  • I wouldn't worry too much. It's more of a feature for advanced users that needs a bit more flexibility. You can already use Javascript already, in the forms of creating plugins, and also by use of browser object to execute JS code, and some other 3rd party plugins. This new feature just makes it easier to make use of JS from within the engine directly.

    And from what I understand it will be an addon sold seperately for those who find it useful.

  • Okay. That sounds reasonable.

    It just seemed a bit odd that actions could be scripts but not conditions at this point.

    I was mostly thinking in cases like the Ghost Shooter example in JS, that had some utility scripts. If you somehow could have a set of JS functions that you use regularly, it would be great addition if they could also be used for picking. Since it would be quite easy to share and reuse in other project since the function it self doesn't contain any references to any specific objects, and you pass your parameters through when calling the JS Function.

    // Test if a given instance is outside the bounds of the layout.
    function IsOutsideLayout(inst)
    {
    	const layout = inst.layout;
    	return inst.x < 0 || inst.y < 0 ||
    			inst.x > layout.width || inst.y > layout.height;
    

    Pick Sprite by Evalute - JSfunction("isOutsideLayout")param0,param1,param2,param3)

    I'm imagining it would return the UID's that were outside of layout.

    :) Just an idea... not sure how useful it would be, but it might come handy in some cases.