Aphrodite's Recent Forum Activity

  • Hmm, I'm interested with shinkan method of hiding the url, it came to me that why not use MP plugin to deliver the url string? This can be single flow process like below:

    1)Peer: connect to host

    2)Peer: on joined room, send message <browser.URL>

    3)Host: on peer message, compare message with whitelist array, if true, send some screwed message.

    4)Peer: on message, load the message into array, then compare with browser.URL

    5) If equal, disconnect from signal, then start game.

    Step 3&4 is redundant check. I think it would be hard for the thief to fabricate "send message", there's probably loophole here, but for me it's an interesting idea. The drawback would be having an always online host to enable the checking. What do you guys think?

    I like the "flood with ads" idea!

    Three reasons:

    1/if the user is offline (yep, C2 games work offline too in the browser), the check is impossible, and prevent them from playing it feels plain like a cheap shot.

    2/host is mandatory, as well as finding a room, which would involves using the scirra signaling server, sure, it is never a big problem, but feels really bad to involve another middleground, also that means having an host connected at all time, which is also another risk.

    3/No webRTC support on some browsers, no MP plugin, no nothing

    If you want to go as far as that, just use an ajax request to a file at the root of your domain, that would stop I think most of them, but again, still the point 1 applies here.

  • http://www.google.com/googlebooks/chrome/small_00.html

    Pages 3 and 4 I think can help a little in understanding that.

    Tl;dr : each rendering engine, each tab, each "insert name here" have its own process, so if one crashes, the others stays up, and also they are sandboxed for a better security (at least in chrome)

  • DUTOIT I actually like the idea of an illegal version full of ads and all that, as not only you make profit from the stealer, but you also make themir version slightly worse than yours (I would recommand having also a link like "play without ads on the official website Here" thingy, as most of those websites will I think just steal a lot with only a little testing).

  • sqiddster - I know a way of throttling Frame-rate

    Go to graphics cards properties and change refresh rate to 40 hz. This may not be available for all machines but it is a great hack to force 40fps in construct 2 games. I had a lot of headache over a problem related to fps and this is how I managed my testing.

    While doing this works (changing the frequency at which the refresh rate is basically change the time between each sync us done, and C2 games work basing themselves on Vsync), not only does it involve the user doing it (assuming he can), but also may not be great for the screen itself (I remember my former monitor having weird lines defiling from top to bottom when that changed), and will not be availiable on all devices out there (eg. Phones, tablets, or even some monitor being incompatible maybe).

    It could be done to preview the game, but you should not rely on that trick when making the game public, also, this will not throttle the game, in fact it will make it smoother (maybe that was what you were implying?)

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  • Thanks ASHLEY. That technique worked! Now I am trying to add a textbox to each sprite and move it along with the sprite in multiplayer mode...The way I went about it was by adding a container textbox object and tested it..However the textbox doesnt move along with the sprite...Looks like sync doesn't sync container objects? Do I need to repeat the same code that I did for sprite to move the textbox as well?

    Edit - I think I got the answer in the forums from Ashley's response to one of the bug - "Closing as not a bug. You only sync one of the objects, so the other object in the container will be created, but not synced".

    But I couldnt understand why sync - position cannot happen on container objects...wont that be a good/required feature?

    I would imagine you just have to sync every object in the container (and since not every object in a container share the same X and Y coordinates, as some may be just static, syncying them by default would be unessecary)

  • I think the way to do this is to pass the uid of the object as a parameter, then pick the object back, so you can use the instance variables.

  • If you restart the layout when you die, the on start of layout will happen, verify that your music is not currently playing before playing it.

  • I wonder, would it be possible to link some programs with some uses ? (Exemple, the image editor would have a button "Edit in another program", which would let you edit the picture in a program you would have chosen beforehand?).

  • togamario IIRC, you can click the tilemap on the z order bar, this will make it editable (by that I mean you can use the tilemap bar with it to place tiles). But I agree this is kind of weird

  • I misread, the inspect tab indeed adds overhead to the game (like a lot actually, never managed to have 60 fps on my laptop with it) so for just testing without the need for the debugger, I suggest using the system expressions cpuutilisation and fps to have an idea of the performances of the game (for exemple, set every 0.5 seconds a spritefont to "fps:"&fps&", cpu:"&cpuutilisation*100&"%" ), or the watch tab.

  • I am not saying it is bad, I was saying it could be better, relative to the console universe however, it is a good news, I fully agree.

  • I know it is far from being complete, but you could take a look at gamedevelop, last time I checked, it was also availiable on linux.

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Aphrodite

Member since 20 Dec, 2011

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