DatapawWolf's Recent Forum Activity

  • An MMO is feasible, but the fact is, C2 is not really built for an MMO level of detail. Take out that first M and maybe, and definitely not using the WebRTC plugin, but the Websocket plugin.

    Like I already posted here http://imgur.com/xd3b5DK there's not much to writing a server up to interact with C2 (that took a teeny bit of code at the level of CIS 101/102 classes). Yes, it's not quite in the "drag and drop" spirit, but seriously, if you're considering creating an MMO, your best bet is to either code a server yourself, or pay someone to do it for you. Which means you want something like node.js to handle it. Or Photon. Or whatever it is you choose. But not the C2 WebRTC plugin.

  • Websocket plugin + Node.js +SockJS = http://imgur.com/xd3b5DK

    That was my result. Not sure how well it would work on mobile, but theoretically as long as your mobile platform is compatible with the Construct 2 Websocket plugin, you should have no issues with cross-platform multiplayer.

    Programming the server, on the other hand, is another task in and of itself. And, like I said, I used Node.js & SockJS for that.

  • Has anyone used the audio analyser before? I've taken a look at the example capx, but that is only analyzing the audio clip while it plays.

  • Been looking into the neat audio analysis that C2 provides as an audio effect since I'm considering creating a game that utilizes beat detection and said audio analysis to provide an interactive game that performs with the music being played.

    My main concern is that, in order to analyse an audio clip before actually playing it, I would have to have C2 run through the entire audio clip before being able to allow the user to play using said clip. Kind of like the how the current example uses FFTs and Frequency Bins.

    What I would like to know how to do is, if possible, pre-analyse audio clips to determine bpm and other characteristics in order to generate a playable level that can then be interacted with according to the music being played.

  • The website looks very professional, and I like the music. Thanks for sharing.

  • I see you have a decent selection of 3D and 2D resources. They look professional! Nicely done.

    Forum suggestion: try to get some smaller images that link to the full-size ones, and edit your first forum post with information rather than segment everything through multiple posts. Looks nicer and more compact.

  • The past three versions I've released of my game on my website have worked as expected, with some oddities related to caching.

    First release went well. I pushed the game to my web server with no issues; the sound played back correctly and the game was intact as expected, and as played by my friends.

    The second release was strange; one of my friends had a half-version where the button from the old version was shown, but the mechanics of the game itself along with all other graphics were correct. This was the only reported issue, and fixed when his browser cache was cleared.

    The third release I had the most issues with; all my friends who had played one of the two previous versions on the same browser as last they used had to either clear the cache or use their browsers private browsing, which doesn't utilize any previously cached data, if I'm not mistaken. However, clearing the cache often resulted in another half-version of something screwed up.

    For instance, in that third version, when I navigated to my game after clearing the cache (since it wouldn't download the new version without doing so), my button graphic's third frame was supposed to play, on click, but instead turned into a half-one-frame and half-another, correctly sized, but odd-looking. This was reported by my GF on her browser, and we both use Google Chrome.

    One other friend (the one who composed my music) was claiming that there was an unusual audio click during music playback (and no other issues), which he recognized right away. Turns out that while using private browsing he could hear the correct audio.

    Another friend said that sound effects weren't playing, on Safari on his iPad, but worked correctly using a different browser on that same device. He hadn't ran the game before, so I know it's an audio issue, and after running the game that first time, it worked correctly, which points me right back at caching.

    All three versions had different project version numbers, if that helps. Preview/debug always worked correctly.

    So what's the big deal with caching, and/or how do I avoid it or force browsers to re-download all new files? Because it certainly is not working correctly.

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    JohnnySheffield seconded. They still have to go through Scirra first, and I'm sure they won't just be accepting hastily thrown-together content or "beta" in progress items, but more so complete and functional plugins and templates & etc. that are actually of some value.

  • I've no experience in analyzing audio, but I did notice this while looking over audio effects, today: https://www.scirra.com/manual/109/audio#h2ix10

    And here are the associated expressions: https://www.scirra.com/manual/109/audio#h2ix11

    Something like this, maybe?

    Edit: I like how after posting about the analyser, two more posts with less information were posted, hahah. More users posting the better, just maybe if you guys down below could provide more info, that would be better.

  • So basically like https://www.thunderclap.it/ but for games only? Neat!

  • Decided to give it a go, and here's my score.

    It's definitely an amusing game; simple but challenging.

    Also feel free to post your link up on the Construct 2 Reddit if you're interested.

  • I think it takes anywhere from 10 to 30 minutes for event data to show up. I recently started using Flurry and that seems to be the time frame you should expect event data.

    Still haven't tested my CocoonJS Android build, so I can't say anything on that note, only the HTML5 export. :p

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DatapawWolf

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