Whiteclaws's Forum Posts

  • I'm interested , but I would , first , like to ask some questions ...

    -Could you detail us each of the implementations a bit more

    -Give us the base price you want to pay for each or all implementations ?

    Cheers !

  • Mi , I want to test it !

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  • Love it ... Now where are my 5 bucks ?

  • Don't listen to the watermelon [/Sarcasm]

    I doubt behavior of plugin changes between rigs

  • Hello everyone ,

    Not a long ago , the debugger went live (r140)

    It's better than what I thought and pretty darn nice to have , but is lacking features , and I want to make a list of those missing features to make Ashley's job easier + to get it at our expectations

    So without any further waiting , What would you want to add to the debugger

    My list :

    • For now , Ctrl+F5 seems broken on Chrome ( Is it happening for you guys ? ) ,

      Ashley may need to fix it on the next release

    No way to see global variables and local variables for now , I doubt it won't be added in the near future

    I wouldn't mind a small console where we can log some messages , and that would be greatly appreciated

    Arrays should display as a table , for it to be easier to display and more intuitive

    Cheers !

  • The request information from servers and all , just to create player

    As of , you could just do

    On joigned ,

    Create player

    Set player.ID to Webplayers.ID

    On webplayer joigned :

    Initialise data of web player to create (i.e. data to be used by C2 in creating web players)

    Create Player

    Set Player.Photon.WebplayerId to player.uid

    All of this is pretty confusing and description doesn't give a lot of help

    I know you want to make a high-level plugin , but all of this is really complex and not really intuitive for a person that doesn't know what each line does

    I wouldn't trade simplicity and intuitivity for low event-count and complexity

  • Velojet ,

    That would be pretty basic , but easier to get started with and to control the flow of the game with.

    As for now , I can't define how hard it is to create a new player

    On joigned - Send message - "Creation|Webplayer.ID|X|Y"

    On message

    -- tokenat(message,0,"|")= "Creation"

    Create Player at tokenat(message,1,"|"), tokenat(message,2,"|")

    Set Id to Webplayer.ID

    Every tick

    Send message "Movement|Webplayer.Id|X|Y"

    -- On message

    --- tokenat(message,0,"|")= "Movement"

    ---- Player.ID = tokenat(message,1,"|")

    ----- Set player position to tokenat(message,2,"|"),tokenat(message,3,"|")

    It may be a bit low-level , but it's way more intuitive and easy-to-understand than the current "high-level" behavior

    As for the join events , is there a way to auto-join the game without having an ugly join button ?

    Finally ,

    You could setup the messages to be multiple parameters ( function-ish ) Messages

    So the dev could check the first parameter ( state ) , the second parameter ( X ) and third ( Y ) without having to use tokenat

    I think this plugin has a lot of potential , and I don't want it to be flushed down in the servers of the scirra forum

  • Correction :

    On P pressed ; Set timescale to abs(Timescale-1)

  • You should make a tutorial for the game that doesn't involve wall of texts

    Text ruins the immersion

  • This may help you with the basics on how to send information to a mysql database

    Here you go !

    Cheers !

  • Fervir ,

    A hello from Tigs :)

    Didn't know it was made in Classic :P

  • The plugin is not intuitive at all and really hard to use for someone who doesn't know what each events do code-wise , and without a join and leave command , it doesn't help too , to be honest , you should re-work the structure ( You could take the official websocket plugin as an inspiration) , for now , the plugin is not useable for other than you .

    I would suggest restarting the plugin from ground-zero and concentrating on those CAEs

    On closed

    Triggered when the connection is closed, either deliberately or due to an error.

    On connected

    Triggered when the connection is successfully established and the communication channel is now open.

    On message

    Triggered when a text message arrives from the server over an open connection. Use the MessageText expression to retrieve the content of the message.

    ---------------------------------------------------------------------

    Close

    Close any active connection. No more messages can be sent or will be received after closing.

    Connect

    Connect to the server

    Send text

    Send a text string to the server. This is ignored if the connection is not currently open.

    ---------------------------------------------------------------------

    MessageText

    In On message, the text content of the message just received from the server.

    Examples of the uses

    You could send a message as "Object|UID|X|Y"

    And you wouldn't need webplayer.X/Y

    That would be all the essential conditions for a game , and would largely sufficient

    I'm sorry , but I gave it all what I could and I hope you can make this happen !

  • Well , You won't get pirated if you send it to a reliable reviewer ...

    Like toucharcade or pocketgamer

    Just send them an e-mail with an apk of your game , and they'll maybe make a review of your game

    But rest assured , they will never put it on the web

    Here's a guide on how to contact press

  • Yus , Got it workeing ...

    Um , another question , To update the game , you just export to html5 and remplace the files on the http server by the exported ones on the html server ?

    Also , is it compatible with the newest versions of C2 ?