DatapawWolf's Recent Forum Activity

  • Sounds great! Perhaps you could add some small buttons that change the language? If you can, of course. : ) An example of multi-lingual capabilities would be great!

  • neat! I don't read that language, but I got the gist of it. Looks like it could be quite useful.

    you have to click on them.

  • Depends on the game, I'd say. I have physics issues, but it is strange in that it's only tiny blips of lag that seem to affect a device no matter how powerful it is, from phone to gaming desktop.

    Otherwise, my current game uses physics: one moving object, and generated tilemaps, and runs (with XDK export!!) on a $50 android phone with only the above bizarre issue.

  • So I'm having the same issue.

    Specs:

    C2 - R201

    Using the video plugin and a webm and mp4 encoding for all videos (both of which play in VLC)

    Basic actions to play from source (Note: my project works perfectly fine being run in Firefox, however, both Chrome and the APK generated by Intel XDK fail to play the exported video files)

    Intel XDK (latest release as of 4/10)

    Export through C2 using Cordova, for Android 4.0+

    With all the above, I have exported my project and nothing is shown on my Android device.

    I presume this is the same issue that causes Chrome to not play anything in the project.

    Does anyone have any fix for this? It seems to be an awfully common error with little discussion.

    Could this perhaps be an issue with permissions? Using the newest version of XDK, I have not added any other permissions because I presumed that, because nothing was noted in the manual, I would not need to check anything additional.

  • This is amazing! Thanks for sharing. : )

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  • Whatwith the recent additions to Tilemap, I'd say developers really need a polished plugin since people are going to be naturally pushed towards it based on what they see being updated; there are still functions that the feature lacks in general. For instance, this request: which none were interested in.

  • Emy those are my exact thoughts on the subject. I can even imagine that many of those who voted originally for multiplayer wanted to be able to make precisely what we are asking for, not peer-to-peer tech limited to mostly tools and noncompetitive gameplay; because that is what we currently have.

    One can only hope we get this feature, or if someone familiar with the engine can craft an export suitable for this kind of project, that would be just as well.

    Construct 3 dreams, perhaps?

  • Emy Televangelist Yup, the primary issue is convincing Ashley. I have had no luck in my emails, but I'm still optimistic that if we can show him that we could, in fact, greatly use this potential feature, he might give in. But until then, I will most likely have to shave my project's scope since I cannot wait any longer for such important features to be implemented.

  • lennaert thanks for the suggestions but I am on the same page with EncryptedCow, I have determined that to make my game project work efficiently, and without all sorts of attempts at circumventing some of the current limitations, I will need to have the ability to manage multiple layouts simultaneously either in export, behavior, or some other feature that enables 1 server, X clients, and Y layouts/maps/rooms.

    I understand the limitations, and for one, there are many successful games that don't have a whole ton of concurrent players (take games like Realm of the Mad God for example. Their servers do not usually host many people). I honestly do not expect to have that many concurrent players, and even if I do, that is what having multiple servers is for, like Runescape, Maplestory, AdventureQuest Worlds, Realm of the Mad God, & etc. Or if I do need to support more than 256, then I'd be happy using your suggestions to send players between server instances rather than trying to stuff everyone inside one.

    But until then, for sure to make this work efficiently and cleanly, I will need to have the option of managing multiple separate areas through support from Scirra in Construct 2.

    I have sent Ashley an email asking more about this subject, and I hope to gain more insight into the possibilities.

    In my email I also pointed this out: adding a feature that directly supports the creation of traditional MOGs would be an excellent selling point. There are other products out there that do support online multiplayer games through the web, however, none of them are straightforward, many of them have some sort of licenses more associated with business-class development, and none of them have the same level of simple development that Construct 2 has as an entire IDE. There are many users who would love this engine if the support were right out of the box.

    And I would gladly create tutorials and guides on how to start developing an MOG were we to see a feature like this since it would make development that much more straightforward. I understand, Lennaert, the concepts you've brought up, but I think just the fact that they are more hoops to jump through creates issues and winds up much more of a deterrent, especially to potential customers.

    On a side note, in the long run, you do not want any data to be passed off to a client machine in, say an MMORPG. People will learn to exploit even the smallest bit of information, which is why I will not develop in that way unless I take the whole "server" right out of the equation and develop a Multiplayer game more like Dark Souls than, say, Runescape.

    In that case, yeah, heck a DS-like game would be fun! But that is not what I am developing.

  • Derqs suggestion for rewards from the chest:

    Initially place object inside chest, and small, like 25% of original size.

    When chest hit, begin spinning the object and give it a velocity upwards, adding size.

    Then as the item comes back down, it hits normal size and 0 degree rotation as we see it in the gif above.

    That would perhaps leave room for an animation or fade-in of the text box?

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  • Just to bump this up, now that I'm getting deeper into the plugin I'm sorta apprehensive about how to start handling multiple layouts. It would be absolutely amazing to be able to export a project with the ability to have one central "server" process/executable that handles multiple specified layouts, without having to create many tabs/instances. Then I believe we could just use the already built-in persistence to transfer each peer/player object between layouts.

    After that, specifying which layout is the "GUI," so to speak, so that we could actually have somewhere to manage players; something that is presented to the Administrator of the server machine.

    Honestly, I'm starting to think that creating an online game using a (dedicated) server-peers relationship will be improbable unless we have the ability to export a project with the above Multiplayer-specific functions.

    EncryptedCow do you see any way to accomplish this? Has anyone ever managed something similar? lennaert Everade, any more ideas to brainstorm with? In researching the discussion on multiplayer functionality I see your names mentioned a lot. : )

    I do see it emulatable by using - like I think you suggested, EncryptedCow - creating a gigantic layout. Almost like how, I believe Jagex Runescape (used to?) manage their giant world (for instance, clever players abused bugs to teleport themselves into restricted cutscene areas because these areas were simply X and Y distance away on the giant server layout). But then again, we would need extended Multiplayer functions such as specifying under what maximum distance should objects be sync'd to each client, and (probably more optional than required) the maximum number of client objects that can be sync'd (to prevent the server from trying to sync a needlessly large number of players at once)

    Maybe we can make a special request through Ashley to work on the first export feature if possible, unless there is someone else who has the know-how to achieve this.

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