MobileMojo_Games's Recent Forum Activity

  • Since there is no Bugs thread for Construct 3, I believe this is where I should post this.

    So, I built an apk for my first google play store app. Upon downloading the app to my kids phones, we noticed the buttons were not working with touch inputs.

    I debugged, and nothing seems wrong in c3. So I downloaded to my phone and had same results. I worked on figuring out if it was a specific touch event that differed, but found that by testing sprites instead, they worked instead, and buttons did not work.

    I found that out, as well as using sprites let me not have to have 2 conditions for the mouse either, so the code got shorter. Good thing.

    But, the focus here is that for my situation, using buttons and ANY action related to such on an apk build from signed apk distributed either locally or on the store as an official app, failed to recognize the buttons. I ended up having to quickly change the buttons to custom sprites and re-upload a new release asap.

    Just a heads up on the production side of c3. Hope that helps :)

  • So yeah........I had a big thing all typed up and ready to post with this video attached now, but c3 shut down and my browser reset from it so........I was talking in my deleted post, about how this stuff is still an issue.

    The video shows one example of something that just appalls me for a paid product, considering I am now down 300 bucks and a 99 / year subscription with these issues.

    Im not going to say construct is terrible. It is in fact a great concept. But......having a text object update a variable, and that completely messed up other object not even related to it, is simply unacceptable!!!!

    Paid or not also, how long has construct been a thing in the game dev revolution? By now, should these issues not have been resolved already?

    I am STUCK. I cannot even rely on adding any more code without something else messing up, and what that may be has differed for each code. Adding text causes player rotation issues and object syncing rotation updates for the peer, adding an every tick to a visual effect causes my trees to loop spawn across the map over and over. Things like this are like..........wtf moments for real.

    Here is the video link to the one recently JUST before this post had to be re-written: youtu.be/zpebPs4tVmE

    Its just ONE example of a "come on now" feeling, as to where construct is in development versus what support in finance they receive. Especially my 300 dollars on a project that for one, cant go further right now, because I cannot rely on anything now, and two, I had to purchase c3 and c2 differently, where a program otherwise, would consider c3 an UPDATE of "construct", not a COMPLETELY DIFFERENT PRODUCT THAT DOES THE SAME THING..........with "UPDATES".

    Come on guys really?! After all these years, this is how far its improved? I am HIGHLY disappointed and wasted way too many hours thinking these errors were my problems.

    A text that screws up my player and peer updates on a simple common event update for a variable, is ridiculous!

    construct classic started development 11 years ago...c2 started in May 2011...7 years ago! just sayin'

    What excuses can we come up with here? And what solutions can we correct them with?

  • If you can't figure out how to make a TURN server you can get one here for free although you won'T be using it with it'S intended purpose and can'T guarantee it'S availability but it should work for light testing

    http://numb.viagenie.ca/

    Cool, yeah just for testing is great. All I need it for at the moment is when the kids are at their mothers and they help me test, I need to test signaling to peers when I update. Ill check it out! TY

  • Singe player wouldn't work? Is that because it was strictly coded for multiplayer? When you add signaling and all that, the single player won't work because it's trying to pull the server signals for you still.

    You will likely have to create independent coding that says a variable, linked to ALL the multiplayer events at the beginning of each on that says boolean true or false for multiplayer, and then make a button for each single and multi.

    That way, if you click on single, you won't load any signaling anything, and you can have your simple coding for single player in its own group :)

    And YES, it does do its own thing many times during testing, changing stuff up on you. JUST did some testing with my daughter, and she could see my items on my player one game, then without changing any item codes, they didn't show, but other things that wouldn't work before started working.....its frustrating at the least. Because, then you get confused on what happened when you changed, whatever, and its not consistent. Yeah..... :/

  • ok great! Glad it worked out :) I learned a LOT about the multiplayer by a HUGE amount of testing and trial and many error lol.

    Ill see if I can help in the other also. Whats the post?

  • So, Im going to just do a local multiplayer and singe player for now, as that alone is plentiful haha. Ill stand by and don't mind waiting until I can figure out how to either TURN server, or whatever I have to do, BUT, to finish alpha, Ill focus on those first :)

    At least it will be known as a common issue if others can repeat and then maybe we can get Construct to do those things in the future :)

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  • I've looked into this and he's right.

    I used the same code that runs in C2 inside of C3 exactly and it doesn't work.

    Any more people running into this issue.

    Thanks for verifying! It's strange. The weirdest part is, I didn't change anything after closing up last night, and opened the project this morning and tested. And the host can't move.

    NOTHING changed! Ive set the project to open using c3 modern and it doesn't even open the game, so I have to set it to play using c2 still in the advanced section of the project setup and run.

    I know quite a bit now about signalling, peer, and host, and common and I can actually "see" the flow happening by looking at the code now, and yet....if I do my own, it doens't work. So, here is something I tested.

    I ran a net test from netscan to see how my firewall is conflicting with WEBRTC, and with my computer, there is no inbound TCP, and its behind a proxy (which is weird because most people have NAT issues, not proxy since proxy is usually auto).

    Then, I tested my cell phone without wifi, and got the same. My phone can run the game with my computer, but others phones wont, nor other computers not on WIFI.

    I changed my firewall settings, and still nothing connecting to the outside world. This got me thinking it is my setup internally of my router, BUT it also made me create this post cause Im like...."So, then how the hell am I able to play with others in the demo?!!!"

    Im baffled beyond at the moment. Bug or not, Im not sure, but Im not giving up lol. Im sure this will work sometime! Construct is an extensive program so it has a LOT of backend stuff going on, so multiplayer Im sure was one of the last thoughts. Im hoping it helps see there is an issue and somehow can be fixed.

    hey, at least we can actively learn a LOT about networking and multiplayer server signalling int he meantime :)

    Standing by!

  • YW. So, if the event is in the peer, it has to by synced by using the sync object in the signalling. Also, the event in the peer is not to be the only/and main event for this action. The main event should be in the host side. THEN, the peer should have a setbit for the same action where the host can getbit from the peer and control it from there. The signalling allows that to happen by syncing.

    For example, if you want every peer to say change color, or an object the peer touches, then in the signalling, first sync the object. THEN, if the color is changed by ANY instance variable, you sync the variable AFTER the object.

    Thats the first thing. Now, that object is synced.

    Then, on the host side, directly under host as an event, make an event that says for each peer(or object of player - whatever you called your player), if the players multiplayer id is = to multiplayer.myid(allows each peer to take action independent of each other locally), then do ......

    The action is change color (for example).

    So, this can be done by clicking, or keyboard, etc. IF clicking, the setup is a bit different than keyboard.

    Keyboard is a simple getbit on the host side, to get the keyboard event from each peer to take action.

    The mouse, however, is like this:

    in the host event, you only need a single event for mouse, since everyone has a mouse.

    You DO NOT have to put anything in the peer side, unless you are doing some aiming stuff with variables. SO, dont worry about peer yet still.

    Still host.

    Put in the host, if mouse button left down, for example, as the condition, and the action is a SETBIT instead of a GETBIT. Because we are sending this "mouse down" across the signalling server to everyone INCLUDING the host. So, for your next number in setbit (keep track lol), that will be that event.

    Then everyone that clicks will register on the server as their own click(or should).

    And then in the common section, you can put the action of clicked as a GETBIT (NOT MOUSE EVENT), on the object, because you want everyone to see it, and interact somehow with it.

    Thats the best I can explain it at the moment :P Hope it makes sense!

    I def recommend not worrying about any other code until it works, otherwise you will get confused and overwhelmed quite easily with this loom of the game setup lol.

    So, in conclusion:

    Set up syncing the object first, then the variables if used (sometimes people just use animation but if using var, sync it).

    then host side, make a mouse down, and the action a setbit for the next setbit number.

    then common, have the getbit action do something to the object, like change its color.

    NOTE: setbit and getbit HAVE to be the same number otherwise it will either do nothing, or control something else lol.

    Hope that helps!

  • How come we can connect to other people on the internet with the space shooter demo, but when we configure our own game, using the same stuff, it doesn't work. Im talking EXACT coding Signalling, Host, and Peer, and Common using the SAME everything. Is there some kind of voodoo going on here that I dont see?

    Trying to figure why my game can connect LAN, but not on another wifi, YET the demo can..... My game isnt the same, but I made a replicate of the demo today to test and learn about the flow of things, and that didnt work either, and its identical.

  • I gotcha. So basically the color objects that are supposedly already chosen still show for players that log in later, and they cant do anything with them. The colors just sit there, right?

    If so, maybe create an object where each color is a frame and then have a 5th frame blank. Make all of them initially frame 5, so they don't show.

    Then check player count every tick in that layout, and when it is > = 4, change the instances to the frame that has the colors, by using a for each event.

    And since there are only 4 colors, frame 5 will not apply in that loop as long as you do a trigger only once, and/or set speed of animation to 0 (might want to test each of those).

    Then each color will have a frame #. So, when a player clicks, only then can they be assigned, and either deleted, or even changed back to frame 5. And assign that color to the player with a player variable that is equal to the frame of the object that holds the colors.

    So, it will only show the colors when 4 or more players are in, that way no one can click on them until they = a frame that is 0-3(array based). And when they can click, make it frame 4(5th one that is blank.

    Hope that makes sense.

    Does that help?

  • The license agreement strictly prohibits the transfer of a license, as stipulated here: https://www.scirra.com/store/licensing#license2

    Specifically:

    > The license is non transferable in any way, including but not limited to: resale, transfer of license/rights, lending.

    Ok, thank you for the direction and the help :)

  • > If I am using the server from scirra for multiplayer, should it work since its peer to peer? The multiplayer setup I am using is counting the host as a peer so its one of those, everyone is a peer things, instead of a single computer acting as host.

    >

    > Do I still need an independent server anyway? I can connect via my phone (not LAN as I turn of wifi to test that). But another house (my daughter is helping me test at her moms), its kicking.

    The server from Scirra for multiplayer still needs to be used. What the TURN server does is if the NAT traversal is unsuccessful (the connection is blocked by a firewall or something) then the connection will be relayed through a TURN server which both the HOST and the PEER connect to, to transfer data between eachother even if the connection was unsucessful .

    Gotcha, so instead of trying to figure out if my local network is blocking or not, or bypassing, the TURN server will do this for me and as long as I set it up correctly, it will do its job, correct? SO, at the moment, for preview testing on c3, it will either only work if on LAN, or if my own router configuration allows the connections, correct? And the TURN server is a way to simply configure this without you having to do too many changes to your internet setup?

    Thank you all for the understanding!

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MobileMojo_Games

Member since 8 May, 2018

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