lennaert's Recent Forum Activity

  • I think event 4 would run smoother if you do it with a foreach combined .... not sure, but a similar situation helped with me.

    Cause the way it runs now, it tries to check everything simultaneous.

    event

    for each fam asstroids

    sub

    fam astroids is overlapping fam astroids

    trigger once

    action

    destroy fam astroids

    If I am not mistaken, this will make the checking run consecutively.

  • I played starcraft 2 on this laptop on medium settings :\</p>

  • Took forever to load ....

    3 fps .... and the camera never ended up where it should ...

    I saw a head once .... when the camera moved away from it again I closed the window ...

    rather frustrating

    decent laptop, just a couple years old, dual core, 4 gigs ram, some mobile intel vid card.

    windows 8.1 64b

  • hmm

    if a score takes place, have it update a separate var, in a unique instance or global.

    For instance a sprite named player1 with a instance var called score. Or a global var dedicated to the player 1's score.

    Same goes for player 2 and others

    Then, use

    event

    system, compare 2 values

    (player1.score + player2.score+player3.score)

    50

    action

    do something

  • In chrome and FF, hit CTRL SHIFT J for the console.

    This should show if your ajax request is actually being made or not.

    As for a retry, why not just add a button that on clicked/touched performs the ajax request.

    You could go as far as adding an every X seconds have the call performed automatically so you can check the console for problems when called.

  • global var scored

    function scorecounter

    event

    pick instance by unique ID = function.param(0)

    action

    set scored to instance.score

    event

    pick instance by unique ID = function.param(1)

    action

    add instance.score to scored

    use

    function(UID1,UID2)

    and

    event

    scored > 50

    action

    go nutts

  • i dont think so because my global variable for the highscore is "HighScore" but the localvalue is "Highscore" the S is lower case. Would that sill make it not work?

    I was not referring to the upper or lower case ....

    In your first image, there are 3 locations where you pass the content of your Highscore variable as the name of the local variable in webstorage.

  • No in your example, you did not use qoutes in referencing the name of the variable.

    You use the variable reference Highscore as the name.

    for instance

    variable Highscore = 1000

    And you do Highscore >= webstorage.LocalValue(Highscore)

    That means your doing:

    Highscore >= webstorage.LocalValue("1000")

    Menaing you are referencing a variable called "1000" in the webstorage, while you should be refering to its name, getting you the value of the local stored "Highscore".

    And yes, web storage .... is used for storing in the web browser ....

  • .... Most mobile service providers blocked UDP connection over their 3g/4g networks.....

    First time I hear of it.

    Did you base that on the one result on stack overflow ? perhaps read the following posts

    Affected Browsers

    Browser independent. If there is a firewall that blocks UDP, games become unplayable.

    This is basically a firewall issue.

    If I pull my internet plug, it will not work either :\</p>

  • localvalue("Highscore")

    mind the qoutes

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  • Additional requests for the multiplayer object:

    Host and Peers, get a fresh list of current connected peers for peers in current room.

    This for various reasons relating to connecting / reconnecting and checking up on various elements belonging to either of the involved peers.

    Also for layout switching and use of various room / map / other layouts where the players objects are not synched.

    I am doing various ping pong like events now to check up who is in the room.

  • ..Since you asked for cool space weapon suggestions..

    Temporal Displacement Canon: Canon shooting a single shot flash with wormhole properties.

    Upon impact, the target is randomly moved out of range.

    Magna Canon: Canon firing a pulsating beam.

    While the target is being hit, it becomes increasingly magnetic.

    Nearby ships will be attracted with a chance of crashing in to the target, your own ships may suffer from this as well.

    EMP wave: Conical expanding electric magnetic pulse.

    Those hit by the wave will be temporarily disabled, your own ships as well.

    The closer you are to the source, the longer the effect lasts.

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lennaert

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