jsutton's Recent Forum Activity

  • Set image from URL, set response binary, load array with binary code.

    Posted this to the server using AJAX (as a Blob), and cleared the storage, refreshed (everything is cleared out including local storage).

    Pulled the info back from the server and loaded into the array.

    My question, how does one load the stored binary code back into the a sprite?

  • I'm curious if anyone else has noticed that AJAX requests do not work with the debugger?

    Works fine when in normal preview.

  • You ever figure this out?

  • Solved:

    Thanks for the pointer. Was running in circles.

    Just incase anyone else has this issue.

    Youtube embed link example:

    <iframe width="560" height="315" src=

    "https://www.youtube.com/embed/uyraC7ajsfg"

    frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

    iFrame: Navagate to: "https://www.youtube.com/embed/uyraC7ajsfg"

    Vimeo is the same format.

    Rumble format works fine.

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  • My code is stupid simple to test. There must be a setting I'm missing or some security issue?

  • Using C3 online version.

    Rumble embeded link works in preview using chrome.

    Youtue embeded link does not work in preview using chrome.

    The iframe displays "www.youtube.com refused to connect" with the youtube link.

    Any thoughts?

  • Bump (the people doing this for a living need a response please, ty)

  • Ashley The IAP for C2 is not triggering "On Success" (no even on a general success), and I see people are having issues with C3. Have not tested "has product" because this is a trigger event not a general (ad turn off or the like).

    Any updates on the status?

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  • I don't know where to post this, so just put it here.

    I'm curious if anyone has made a real-time racing game with photon.

    If so, how did you get the "peer" cars to look smooth?

    I had this built with multiplayer, but realized it wouldn't work unless the world came to the house and joined.

    I have the game running, and it works very well for the host. The peers are too choppy however, the lag makes them skip. I've tried lerp but it just lags too much to smooth out.

    I'm beginning to think I should have every person in the room relay their info (basically have everyone be their own host) and just have one person responsible for time updates. That way at least each person's car is smooth and everyone they race will have "chop".

    Ideas, or experienced input appreciated.

    Thanks in advance!

    Tagged:

  • Per Ashley

    "You can run your own TURN server if you're willing to configure it and pay the bandwidth bills. If you have one, you can tell Multiplayer to use it with the "Add ICE server" action before connecting. Then your connection success rate should be close to 100%."

    Not to be rude, just matter of fact. Seems like it's not multiplayer lol (well it is IF you have the world drop by and join your local network.)

    Older Androids have no issue btw, but android 9 (same with Safari), is not happening. Have to admit it's rather disappointing this feature is basically depreciated.

    I'll see what I can do about a TURN server, but you all might want to stop advertising that "Multiplayer" is supported (or say, locally supported, etc.)

  • Has anyone run into the issue where Multiplayer works fine on LAN;

    but, once put on a http:// site, or for that matter Newer version of Android, the players can connect but not pass information?

    It's being blocked somewhere, just not getting any errors or feedback from chrome developer tools.

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jsutton

Member since 31 Mar, 2015

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