AnD4D's Recent Forum Activity

  • I have some friends that stream, I would love to make a little game for them. What kind of capabilities does C3 have with Twitch? can you have the game receive chat commands? how would you do a racing game like those water guns at amusement parks?

    I'm not really sure where to get started, did you end up making a tut? I couldn't find anything on it.

    It's quite capable, but you have to create everything!

    Feel free to check out my code via challacc.com :)

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  • Guess not...

  • I'm making a multiplayer project, and some of my peers keep getting kicked, even though I have no actions that trigger a kick.

    I couldn't figure out why they kept losing connection until I created an event that logged a kick, and that keeps happening.

    They try to connect, they immediately get kicked again.

    It would mean something to me if everyone was getting kicked, but it's just some people... and sometimes it works for them, and sometimes not.

    So yeah, just wondering, does anyone know what can cause a kick besides the kick action?

    Tagged:

  • We able to discuss via DMs?

  • Hello, Hope you are doing well, the job is completed or still vacant?

    I'm close to figuring it out, but the job's still available.

  • I feel like I'm wording it incorrectly. People keep telling me why I need a backend, which isn't the question I'm asking, I'm afraid.

    I'm just not sure why Twitch don't offer this, or something that you can just download to your server and use.

    I'm not great at the web side of things.

  • I tried asking for help, but nobody seems able to crack it :(

    https://www.construct.net/en/forum/construct-3/how-do-i-8/anyone-explain-me-155046

    I've created a Twitch app and extension using Construct 3. It worked really REALLY well... but there's one last step before I can actually submit the extension to Twitch for review.

    Anyone understand anything this guy was trying to explain to me?

    https://discuss.dev.twitch.tv/t/worried-about-review-process/28054

    I do not understand Javascript, but I believe if someone has a fair understanding of both JS and Construct 3, they'll be able to crack this issue.

    My extension needs to be able to grab the viewer's User ID and current Twitch channel that they're watching, to sign them in and connect them to my database.

    In it's current state, I am able to grab this data by having users enter a password in the Twitch chat, but this isn't very intuitive, so I'd like to automate this step and streamline the process.

    So far I've created everything in Construct 3, so experience in that would be a bonus.

    I imagine the process is very simple, and I'm just missing a few steps. As I will be updating the extension in the future, I will need to be able to replicate the process, so being able to tie this into Construct 3's JavaScript Coding is a necessity.

    Please contact me with your general rate per hour, and if possible, a ball park timeframe as to how long you feel it will take to complete.

    Thanks!

  • I've been working on a Twitch integration for a long time... and I've nearly cracked it. The last piece of the puzzle is creating a Twitch extension, and having it log in the user automatically.

    However, my method, requiring the user to enter a code to gain access is frowned upon by Twitch, and so they are likely to reject it.

    I'm trying to speak to one of the support staff at Twitch, but almost everything he's talking about goes right over my head.

    Can someone please take a look at this and translate what he's saying into Construct language?

    https://discuss.dev.twitch.tv/t/worried-about-review-process/28054

    He keeps telling me that I need to create a Back-end system, and host it on my server... but even that is beyond my understanding. Then he posts code, which means almost nothing to me. Do I need to run it through a JS or PHP? Why do I need to host a decrypter on my own server? Why don't Twitch have their own, like they do everything else?

    This is just beyond me. Name a 2D game and I'll make it in a heartbeat, but when he says "The Extension EBS will then grab the JWT and then from there you can do what you want" I just stare dumbstruck at the screen.

  • Oh I misunderstood. That is weird... will check it out in a bit.

    But also, syncing should be done on the host side only.

    Edit: Never mind... that might be wrong too. It's been a while since I meddled with multiplayer ><

    I have tried that. If I disable the sync on the peer side, the object is not created.

    Also, in the Scirra example, it occurs for both Host and Peer.

  • Your peer version's event should be using Multiplayer.MyID

    Pretty sure that's not correct... as that would mean whenever someone connected it would create their object and set their variable to MyID... which would allow them to control everyone.

    This is a screen shot of the multiplayer example created by Scirra.

  • To test further, I set it up so it would display both the PeerID and the HostID.

    Both are displaying as the same thing...

  • I have two projects that need to communicate with one another. One is the designated Host, while the other is always the peer. I've managed to get all versions so far to play nice with one another, however, I decided to try my hand at real-time multiplayer.

    However, I'm getting something odd happening.

    These are screenshots of the code for each project. The online aspects, connecting to each other, is in a separate event sheet for both projects. This is just the real-time code.

    And here are the resulting debugs.

    Note that the 2 PeerIDs in the instance variables are different... yet the two objects are one and the same. When it's created on the Host, it is automatically created on the Peer. Also, when I change the position of the object on the Host, it automatically moves on the Peer side.

    So why is it that their PeerIDs are different? In fact, looking into it a bit closer, I can see that the ID on the Host side is showing the Peer's ID... which is correct. However, on the Peer's side, it's showing the Host's ID.

    How is it even grabbing that information?

    I have followed the real-time multiplayer example, and don't see what is causing this issue! The example states "When a Peer is created from 'Sync object', Multiplayer.PeerID has the ID of the peer that the object represents."

    Why isn't this the case for me?

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AnD4D

Member since 4 Nov, 2011

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