briggybros's Recent Forum Activity

  • Chrome on mobile has had support for WebGL for a while now, and from what you describe it is enabled on your device, due to scan lines working. You could check that both the operating system and the browser is up to date, although probably not the problem as support has been there for years now. The full capability may be hidden behind a flag in chrome, try navigating to chrome://flags and enabling 'Override software rendering list'. If this fails, could you list the devices you have tested on along with the version of android and chrome?

  • The safest way to do this would be to create an web API (with tokens) to which you can query. This is possible using ASP.NET web API in C#, but is also possible using a LAMP stack using PHP, say if you've already got a website set up like that. My personal preference would be to use NodeJS with express, since with Construct you're already working with Javascript.

  • The way it looks is that the exporter system was originally designed to be modular, but just so happened to end up that we only get one, admittedly very robust, module. I think I'm correct in saying that the entire run-time is included in the exporter; it is not unimaginable to create another exporter which recreates this run-time in a different environment. This would be a large undertaking and I'm not expecting anyone to actually do it. Although the option to have community sourced exporters could be a great benefit.

    Kind Regards,

    Briggs

  • Hello, out of curiosity is it possible to add more exporters than the standard HTML5 one? I ask because of the existence of the exporters folder in the installation directory. This seems to me like it was intended to be a feature, but was never expanded into one because of the ever increasing support for web technologies. Has anyone looked into this and/or experimented a little? I would be very interested if this is something that could be extended.

    Kind Regards,

    Briggs

  • turning off collisions of objects outside of the rendered space will increase performance. Changing their visibility will do nothing.

  • so the solution from the top of my head would be to rent a server with a linux distribution, making sure you have gcc installed, and configure a webserver with a large post length. Then in your app, you can use construct's urlencode() on the entire source code and use AJAX post to url to post the encoded source code to a webpage with a php script something like the following:

    <?php
    
    function checkSource($source) {
    	//TODO: Definitely check here if the C program will not try to kill your server.
    	$safe = true;
    	return $safe ? $source : '#include<stdio.h> \n main(){printf("Illegal C Program!");}';
    }
    
    $name = "tempfile" . rand(0, 100000);
    file_put_contents($name . ".c", checkSource(urldecode($_POST['source'])));
    $res = shell_exec("gcc" . $name . ".c -o " . $name);
    if ($res == NULL) {
    	print("Compilation error");
    } else {
    	print (exec("./" . $name));
    }
    ?>
    [/code:3k38v8fu]
    
    I cannot stress the importance of checking whether the C file will not break your system, and personally I would never allow a script like this to be on my server, as it's prone to so much abuse.
  • if you're running with nwjs you can call an external application to do this for you. If you're running on the web you'd have to send the data to a server and then run the compiler on the server.

  • What does your event sheet look like?

  • The Multiplayer plugin, for a realtime game, websockets would be too slow to handle this.

  • So you'd probably want something like this:

    var WebSocketServer = require('ws').Server, wss = new WebSocketServer({ port: 8080 });
    
    wss.on('connection', function connection(ws) {
      ws.on('message', function incoming(message) {
        console.log('received: %s', message);
        
    	wss.clients.forEach(function each(client) {
        	client.send(message);
      	});
      });
    });
    [/code:g5m4lmuo]
  • Firstly see this from the websocket manual:

    [quote:32v3bb8y]WebSockets and multiplayer games

    It may be tempting to use WebSockets to design real-time multiplayer games. Unfortunately, despite the fact they communicate in real-time, WebSockets are not currently a suitable choice for this. The underlying transport uses reliable transmission, meaning a single dropped packet can hold up all transmission until the packet is retransmitted successfully. For games with demanding real-time requirements, this can cause unplayable levels of latency. It is usually impossible to design around this without changing the transmission mode, which WebSockets do not support.

    On the other hand, WebSockets should be suitable for games without such a demanding real-time requirement, like turn-based games. It should also be useful for application services, like chat rooms. Note this will still require you to create your own WebSocket server.

    You are trying to make player 2 shadow player 1? This event sheet looks correct for that. When you receive a message, append it to the output also, see if you are getting messages back, if not then there's a problem with your server script and you'd need to post that for us to be able to help further.

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  • Here is an example of what I think you are asking:

    https://dl.dropboxusercontent.com/u/706 ... oller.capx

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briggybros

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