TheRealDannyyy's Recent Forum Activity

  • I found a workaround for this by myself, feel free to add something if there is something left.

    Anyway, I'd consider this to be closed up and done. ~

  • End of the month, all fine!

    Refreshing method works for me and it runs like a charm after doing that.

    Thanks again to everyone who participated in finding a solution and thanks Ashley for solving it!

  • What I Want To Achieve (Expected Result):

    I would like to have a single sprite instance to be controlled by either the host or the peer on demand.

    What this basically means is that the single sprite instance has got to be synced up between both games, with all the

    existing data (eg. current physics velocity).

    Observed Result:

    Changing the controls seems to work fine, however the client is not able to control

    the character. It just jiggles around, it seems the like the multiplayer plugin is blocking the movement.

    Example Project:

    I've made a quick example to safe you guys some work, you can get it from HERE.

    Speculation/Personal Thoughts:

    I think that I've reached a boundary of the multiplayer plugin and also found some minor bugs.

    I would appreciate if anyone with experience in multiplayer could provide me a working example, maybe even Ashley himself.

    Aren't those blueprint eventing systems way too limited compared to C2's eventing system?

    I mean the blueprints?/plugins by themselves that come with the engine, without counting the ones that got developed by the community.

  • Using an appropriate trigger event so this won't happen during the final version of the game...

    Browser: Execute Javascript:

    > "// Load native UI library
    var gui = require('nw.gui');
    
    //open a new window to localhost
    var win = gui.Window.open ('http://localhost:50000/', {
      position: 'center',
      width: 480,
      height: 270
    });"[/code:2ookrr72]
    
    This is the 'with options' version of the javascript that is detailed [url=https://github.com/nwjs/nw.js/wiki/window]here[/url] in the nw.js github wiki.  Works like a champ - and both windows will close at the same time too.  
    

    Not working for me, the 2nd window says: "This site can’t be reached localhost refused to connect."

    EDIT: It worked, I just had to change the localhost IP. They don't close at the same time as you said but they work and that is all I asked for, thanks!

  • Hello there!

    I'm currently struggling with a minor previewing issue. I'm working on a multiplayer based game for a while now.

    This basically means that I have to open 2 preview windows each time, when I want to test out the new things that I've added.

    C2 unfortunately, as far as I know doesn't offer a shortcut icon or specific option to open another preview window, while maintaining the existing one.

    However, I've found a workaround by using the browser plugin to open a new localhost window which works on almost all browser except NWjs.

    Since I'm aiming to release the game using NW.js as the endproduct, I would also like to be able to preview with the endproduct.

    I'm not 100% sure if this is a bug by NWjs or the way that C2 handles previews with NWjs but the bug is basically that the second window opened with the browser plugin, totally bugs out on my end and flickers in black and white all the time. (On start of layout > Open new window [param = "localhost URL"])

    To sum it up, an additional icon or shortcut (key + click on preview) to open a new preview window while maintaining the existing one would be amazing!

  • ~CLOSED~

    Please do not apply for this anymore!

  • I really appreciate your work and I'm willing to invest money in the advanced version soon.

    However I'm one of those people that like to see results before they buy certain things, so in my case I would like

    to see the fully working lobby feature added first.

    Don't get me wrong, I trust you and I don't believe that you would scam people about certain features that you have planned to add.

    The only thing that I want to avoid is to buy your plugin early (especially for the lobby feature) and then you come up to a point

    were you have to drop the feature because of * problems later in the process.

    I know I'm probably starting to annoy you with this question but:

    How is the development of the lobby feature going and when do you plan to release it?

  • Short Introduction:

    My name is T-R-Dannyyy, just Danny is fine too.

    I'm a game designer that enjoys working with C2 or Software/Game Engines in general.

    The Game:

    After working on several mini-games, I've decided to take a big step and work on my

    first large game, which will most likely be sold on Steam if everything goes well in the process.

    My game, currently called "----" is already 10 months in development

    and it will be even longer in development until I'm fully satisfied with it.

    "---" has a deep story with a lot of content and exciting plot twists,

    which have to be told in an appropriate way and not just by dialogboxes themselves.

    My Gameart Request:

    I want the game's story to be told by dynamic concept art-like images, which really have to be on point.

    As they say: "an image tells more than thousand words" and I think this fits in quite well with my request.

    The full-HD gameart should be in a manner of "Shadow-Art", with colors that support the artstyle but not take its place.

    (This is a general direction, keep in mind that this is just a concept! Click HERE.)

    Artist Requirements:

    • Flexible Workflow (Has to accept changes in his/her work at any time, if I'm not fully satisfied with it.)
    • Good Communication (Has to be able to communicate on an almost daily basis, if required. [Languages: English / German])
    • Commercial Use (Has to accept that his/her art will be used inside a commercial game with possible large, public exposure.)
    • Transformative Work (Has to be able to give art in a format, that makes it possible for later changes done by myself.)
    • Well Experienced (A degree as a proof is not necessary, providing a large portfolio with examples is acceptable.)

    Payment Requirements:

    • Paid Work (Your work will be paid, the amount is depending on the quality and quantity of your work.)
    • Payment with Paypal or Giropay (Payment with a credit card or using malicious 3rd Party websites/tools are not accepted!)
    • Payment will be in Euro [€] (Usually converting the currency should be possible using Paypal.)

    Additional Goodies (If Accepted):

    • Your Name can be used as a promotion inside the game.
    • Guaranteed approval for future art requests if the game is successful. (E.g. Future DLC / Content Updates.)
    • Additional Donations/Tips can be earned on special occasions only. (Sometimes top-notch work, really has to be additionally rewarded!)

    Contact Information:

    You can feel free to post your full portfolio below, I generally recommend to send me an Email or PM privately.

    (PM to: HERE | Emails to: )

    Last Words:

    I will try to respond to all applications, this might require some time so please be patient.

    More information such as details on the format or content of specific images, will be told after you've been accepted.

    If something is still not covered by this post and needs to be answered, please ask me directly in form of a comment.

    Thanks for your time, looking forward to work with you!

    ~ Danny H. (T-R-Dannyyy)

    So I read/saw everything about it and my conclusion is: It is easier than Construct 2 but way more limited.

    Buildbox 2 is very easy to use and perfect for absolute beginners that want to create a game as fast as possible.

    C2 offers way more for the price than BB2 does so the only reason I see to qualify the high price, is the amount of work you require to make your game.

    Don't get me wrong, you can create games easily with C2 too but BB2 is even easier to start with.

    BB2 also cuts off the optimization's and generally you don't really have to care about the performance, the engine really does everything for you.

    I personally think that Spark is still the only competitor that Scirra should worry about, of course that depends on the way that C3 will take.

    But if C3 will be something like C2 with major improvements, it will have a strong competitor for sure.

    if you want your game to look like a generic game made with buildbox - then use the out of the box crap they have on offer. You literally can make 3-4 types of games with that thing.

    Its almost the same as opening a premade demo template in construct and not being able to edit the logic - only change parameters and graphics.

    With construct2 you have the freedom to DESIGN the game yourself.

    If you care even a little bit about actual game design - then it would be obvious to you why its not worth even wasting time on it. If something has a high price on its license - that doesnt make it better. I have no idea what they are smoking - they should be offering it for free. Only an idiot would buy it and expect to make an original game. Its super limited.

    I didn't get my hands on it, so I don't want to agree with you yet.

    I just try to judge how it would be (and currently is) based on the stuff they show on their website.

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    I'm sorry, but I'm not entirely sure where you're getting your information...

    Buildbox is built on top of the Cocos2d-x engine...not fully coded by themselves.

    Buildbox does not have native export for mobile.

    Buildbox is a 2D engine.

    Isn't Cocos2d next to native?

    Also isn't the new version going to support 3D as far as i saw from the trailers?

    I didn't read through everything or got my hands on it, sorry in that regard.

    EDIT: The most of the preview images show 3D/2.5D'ish content so I got that assumtion from there...

TheRealDannyyy's avatar

TheRealDannyyy

Member since 30 Sep, 2014

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