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  • Have you found a solution yet?

    I have the same issue (though, me it's for a PC game, not tablet)

    My workaround was exporting to the Windows 10 app store (which I needed to do for other reasons, the fact that the game would pause on unfocus was just a nice bonus). Sorry if that's not helpful.

  • Depends on how you set up your multiplayer architecture.

    If your game is hosted by a dedicated server, the server can keep track/log all your statistics.

    If it is peer to peer, do you have some sort of login system/database? By the same method you use to log in, you can also send statistics to the database to save.

    Any backend you use should have a way to communicate and save data.

    If you mean local multiplayer, then you'll need to set up something like Firebase.

    It's local multiplayer only (should have mentioned that, sorry). Firebase looks interesting. Is this plugin (last updated 2013) still the best way to integrate with it?

  • I'm planning on releasing a game on Steam in a few months and I'm curious if anyone has done anything similar to this...

    Like a fighting game, my game has multiple characters that face off in a two player versus mode. Each character has unique stats, so making sure that everyone is worth playing is a huge concern. What I'd like to do is set up some sort of analytics system that would send me data (characters picked, who wins, etc) from every game played that I could use to make decisions on how to rebalance character stats (this character never gets played, let's give them a strength buff in the next update).

    What would be the easiest way to set something like this up?

  • Not sure if you guys have all used Sublime Text 3 for code editing. If not, you should. If you have, you will whole-heartedly agree with my #2 C3 feature wish

    I've been using Atom/WebStorm to do things like you mentioned in #2, but I agree that it would be nice to have built-in to Construct 3.

  • Oh okay so you're issue is basically you're running multiply games inside on app? Can't you just set when they go back to the menu or press the button it stops music and speed for that layout?

    No, the other apps would be other games, so the issue is with navigating the OS and not something I can handle inside Construct 2.

    Sorry if I don't make sense I don't dev on windows I do android and web.

    It's fine, I appreciate your suggestions either way.

  • I get what you mean now. But honestly why can't you just pause the game.. I mean if we're talking about a game here then why can't you just hit esc then that pauses the game. When you come back into the game and hit resume it just resumes. I don't see why that can't just be a work around?

    I wasn't able to open your example because you saved it on the newest beta (I'm on the r216 still), but I understand what you're saying. I have sort of a specific use case that I'm not expecting Scirra to support, but I was really just hoping there would be a solution I could use already available.

    My game will be playable on a large touchscreen table in my local public library. Users can open games from the Windows 8 Metro screen, at which point they go full screen. If a user presses the Windows button and returns to the Metro menu to pick another game, the library does not want my game to continue to produce sound while running in the background. So, the ideal solution in my use case would be an auto-suspend, as I can't expect the users (mostly small children) to press a pause button before abandoning my game.

    Now that I'm thinking about it, I wonder if exporting the game as a proper Windows 8 app might behave differently. I hadn't thought about it until this point because I wasn't planning on putting the game in the Windows Store, but it might be worth testing out.

  • Maybe this will work for you?

    It doesn't. I've tried exactly that solution. I don't think NW.js considers the executable window losing focus to be the same as a browser windows losing focus.

    Pause on unfocus

    If set to Yes, the preview will pause when the browser window loses focus, e.g. when switching back to work in Construct 2. This can be useful for certain workflows such as using continuous preview. If set to No the preview will continue to run even without focus, but note switching to another browser tab or minimising the browser window will still pause (as it does with published projects).

    Although the explanation in the manual isn't really clear about it, this setting is only meant for the preview.

    In the editor it is mentioned in the description:

    During preview only,whether to pause the game when browser loses focus.

    Right, I understand that. I know that feature is of zero use. But when exporting, a browser game will always pause when unfocused and an executable will NEVER pause when unfocused. This is my issue, I'd like the NW.js build to work the same as the HTML5 export.

    Sorry if my original post was unclear.

  • So, I'm aware that unfocusing a tab in a browser will cause the game to suspend (effectively pausing anything happening on screen). But what about NW.js?

    I tried exporting my game to NW.js and testing this, but it doesn't seem to suspend when I unfocus from the window. Is this expected behavior? I notice that if I turn on the "Pause on unfocus" option when previewing in NW.js, it DOES suspend.

  • I've published one game to iOS and Android, Lonk's Awakening. I used PhoneGap and it was a nightmare to find any sort of helpful documentation on how to get it on the app store. After a month or two of trial and error, I finally figured out enough to get it submitted and approved. Android (Intel XDK) took longer, but that was mostly because of how awful Google Play was to deal with.

    I've got a decent set of notes for how to get a game on iOS now, I'll write something up for others when I find some free time.

  • You should add a "type" tag to your JSON. Type can be "enemy" or whatever other types you have.

    Then just check the type on the way through the JSON and compare to the string "enemy" and only operate when that condition is true.

    Like:

    {
    type: "enemy",
    name: "jabi-jabi",
    stats: {
      attack: 22
      defense: 42
    }
    }
    [/code:3fznuhw6]
    

    Thanks for the tip. I already figured out a workaround, in case anyone is curious:

    Since my enemies exist on a tilemap, I loop through the tilemap and pop the JSON of each enemy on to the back of my array when exporting a level. On import, I loop through the tiles again, creating an enemy depending on what tile it hits and activate an event group that contains an "On enemy created" event, so each time an enemy is created at a tile, it loads the first object JSON in the array and removes it. Since I loop through the tiles in the same order on import and export, the order of the JSON objects is always consistent when importing back in.

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  • Hello,

    I'm making a top down shooter game and when the player reloads, a reload sound effect is played. This sound always lags my game so badly that the entire game freezes for maybe 5-10 seconds before the sound is played. This only happens once though in the game. For example, the first time the player reloads, it will take a long time but the second time, the sound is played normally. If I export my game, will this problem still exist?

    I'm not sure if this is the same issue, but I've noticed using the "Play at object" action causes lag on the first play.

  • I'm aware of the ability to save an object's properties as JSON, but do those properties store the type of object it is as well?

    I have a family of "enemy" sprites that I'd like to import/export using JSON. I can save the JSON of each enemy without an issue, but when attempt to restore them all, there's no way for me to know which JSON object belongs to which member of the family.

    Is there a way to work around this? Does the JSON object even store the information I would need to make this work?

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