lennaert's Recent Forum Activity

  • Try setting your ajax mime type before the request to something like: "application/json"

    Or you could try setting ajax request headers to:

    header = "Content-Type"

    value = "application/json"

    perhaps also

    header = "Accept"

    value = "application/json"

    Its been some time for me so I could be totally off ^_^

  • I made a very nice ghosting system some years back.

    Simply stuff all the data in a array, which you can use to loop through at a later stage.

    I used to store the ghost runs in local storage (array.asjason) and pass it to other players in a network game.

    Works pretty decent, looping through it; using moveto.

    The array lends itself for easily adding extra data (timing/tick, angles, sizes, etc)

    You can easy tweak how much data gets stored by either passing a timed interval (every x seconds) or somewhere in the midst of your code.

  • nvm

    I did a horizontal jiggy with android studio and got it to compile ...

    thanks anywaysz

  • Hi

    Using r251-2 because of using the cs2 engine.

    I get an error

    Error: Checking Java JDK and Android SDK versions

    ANDROID_SDK_ROOT=~~/androidSDK (recommended setting)

    ANDROID_HOME=~~/androidSDK (DEPRECATED)

    Using Android SDK: ~~/androidSDK

    :wrapper

    BUILD SUCCESSFUL in 0s

    1 actionable task: 1 executed

    Subproject Path: CordovaLib

    Subproject Path: app

    Configure project :CordovaLib

    [Cordova] cdvMinSdkVersion is overridden, try it at your own risk.

    Build-tool 31.0.0 is missing DX at ~~/dx

    Build-tool 31.0.0 is missing DX at ~~/dx

    FAILURE: Build failed with an exception.

    * What went wrong:

    Could not determine the dependencies of task ':app:compileDebugJavaWithJavac'.

    Installed Build Tools revision 31.0.0 is corrupted. Remove and install again using the SDK Manager.

    * Try:

    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

    * Get more help at https:/~~/help.gradle.org

    BUILD FAILED in 1s

    Command failed with exit code 1: ~~/gradlew cdvBuildDebug -b ~~/build.gradle

    ~~~~~~~~~~~

    Any ideas ?

  • This is deliberately not supported to avoid the many compatibility nightmares that arise from doing just that. You should develop any unique features you need in your own separate addon using just your own code.

    Was worth a shot, thanks for the response.

  • Any chance of getting the video and the usermedia c3p addons for download?

    Wanna take look inside and see if I can extend some functionality.

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  • I have been trying make it where if a peer kills another peer, then it broadcasts who killed who on the chat box. It isn't working right though. Does anybody know what is wrong? (I can upload a project file if you need it).

    Thanks,

    Give me a Pixel

    What's not working right? No chat entry at all, or missing names?

  • Having versions out in the world that are not getting important updates can become a pain for helpdesk/support/developers.

    -complaints of users who do not understand the limitations (helpdesk/support work)

    -updates specific to a certain versions (developers work)

    What if a certain feature requires an update to function on google, itunes or steam ?

    Bad luck?, you should have gone for the full version?

    I don't think this would be a wise approach.

  • Data

    The database would be hosted somewhere on a server, and your game can connect to it. With this you can also incorporate a login system. You can also combine things, like google, Facebook or play store login.

    Host connections

    You can use methods to preserve game state on all the peers, and when the host leaves, one of the peers becomes the new host. And if the peers remember their and the other peers IDs, they can easily check who was the disconnected peer and have everyone update that information. (Ie the disconnected peer reconnects and sends his old ID to the new host, which recognizes the ID as a former player and updates the ID accordingly and informs all the peers)

    Game types

    The above and former mentioned methods and approaches will work on all versions, mobile, web, steam etc. Its just a matter of having the proper mechanics for each platform.

  • Sounds big ^_^

    Here's some insight

    Upgrading

    With a backend server like firebase or ajax with some PHP/mysql, you could store the upgrade process and have the server indicate duration and times.

    Battling

    The game described can definitely be made with the construct 3 multiplayer.

    As for teams, some logic could involve something as simple as a boolean check for team.

    Messages

    A message system is easy to embed, there are examples for chat systems,it uses the same connections as the rest of the game (construct 3 multiplayer).

    Storage

    As mentioned for the upgrades, use a backend server to store data.

    For unique names, checking the data if a certain name exists would be the way to go.

    Good luck

  • My approach would be to not sync health values, but have the host and peers all keep track of the value in question.

    Then, when the host detects a reduction of health, the host sets it on the object representing the peer and broadcasts a message with the health value and the peerID. All peers receive this message and update the peer objects health value accordingly.

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lennaert

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