justifun's Recent Forum Activity

  • Noncentz705 - Sweet ! Thanks so much! I knew there had to be an easier way of finding it. Does this work if the computer is offline as well?

  • Ashley - I'm all for an easier solution

  • This was a little tool i wrote for use with the crowdgaming plugin however it might be useful to someone else.

    If you need to get the local IP address of your computer running C2 for whatever reason in code

    This little tool in adds your local IP address to a txt file and stores it in the same location as where you ran it from.

    1) Copy the GetIP.exe file i've included and put it in the same folder as your exported NW.JS project .exe file (https://dl.dropboxusercontent.com/u/403350/LocalIP/GetIP.exe)

    Then checkout the capx i've included to see how to execute and read the IP into your project.

    Edit: Also, if you are Testing using NW.JS for previewing, put the GetIP.exe also in your C:\Program Files\NWjsForC2\win32 folder

    Capx: https://dl.dropboxusercontent.com/u/403350/LocalIP/WorkingMakeIPaddress.capx

  • There's some new progress on the "getting your local IP address" front

    Thanks to Noncentz705 in a different thread, a much simpler cleaner solution has been provided.

    https://dl.dropboxusercontent.com/u/139 ... tIPc2.capx

    Old messy method:

    I made a tiny exe file that gets the local IP of your machine, then adds it to a txt file and stores it in the same location as where you ran it from.

    So. Copy the GetIP.exe file i've included and put it in the same folder as your exported NW.JS project .exe file (https://dl.dropboxusercontent.com/u/403350/LocalIP/GetIP.exe)

    Then checkout the capx i've included to see how to execute and read the IP into your project.

    Now you can tell the controller players which IP to connect to once the main game window starts!

    Edit: Also, if you are Testing using NW.JS for previewing, put the GetIP.exe also in your C:\Program Files\NWjsForC2\win32 folder

    Capx: https://dl.dropboxusercontent.com/u/403350/LocalIP/WorkingMakeIPaddress.capx

  • Phew! Glad it all worked out!

  • CJK - the overall idea was that i wanted to have different "waves" in the game, imagine space invaders.

    there would be an overall function or something else that would enable/disable which wave was active, so that i could either have a predetermined order of the incoming waves, or the option to do something like "activate wave (random 1,3)"

    so if there's a better way of doing it i'm all ears.

    Wave 2 and 3 are the same simply because i didnt fill out any more details of which monsters would be spawned in there etc. for the purpose of my question.

    But imagine this.....

    Wave 1 - Monsters spawn, wait a few seconds, then start playing some music, then when a few of them are killed a different type of monsters are spawned etc. and then perhaps after 100 are killed total WAVE 1 is disabled and WAVE 2 is enabled and executing a new series of spawns/music/etc etc

    Is there a simpler way to approach a wave after wave system like this?

  • Yeah being able to save and load the state would be awesome. Can't wait to show you what I have made so far with the plug in. It's been a lot of fun.

  • the MyVar& is your number variable that you are combining with the "name of player"

    so simply make it.

    set text . text = nameofplayer

  • you need to remove the extra quotes and & you have around your text strings

    wrong:set text.text= "&myvar&"&nameofplayer&"

    right:set text.text= myvar&nameofplayer

  • On ball collision with square

    (sub event) compare 2 values ball.x > square.x -> destroy ball 3

    (sub event) compare 2 values ball.x < square.x -> destroy ball 1

  • If all of your objects are in a family, you can do this

    on touched "FamilyOfObjects"

    (second condition) Pick Top Instance -> FamilyOfObjects - set opacity to 50

    it will only pick the highest object in the stack that was touched.

    Pick top/bottom instance is found in the very bottom right of the event actions btw.

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  • i suggest you try the beginner tutorials out first to get a better understanding of everything though.

    but to make the dinosaur do something when he gets within a certain distance of the player

    compare 2 values - > distance(dinosaur.x, dinosaur.y, player.x, player.y) < 100 -> (action) insert whatever you want the dinosaur to do here once the distance of the dinosaur is less then 100 units in this case

justifun's avatar

justifun

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