lennaert's Recent Forum Activity

  • Try using layout scaling, when using 320x480, set layout scale to 2. Its like zooming in.

  • I updated your checking event, that should work as intended now (at least I think)

    Not sure about the rest of the events, they will require some "work"

    capx

  • What sort of cheat game software are you talking about ?

    The source code of construct exports can be minified, which scrambles the names of variables and objects to unrecognizable names and makes the code massively hard to decipher.

    That's really just as good as it gets construct export wise.

    You can also make several safegaurds in your events to try and prevent tampering, such as using systematic checks of several values; i.e. score increases X max amount per event, or have double checks on scores made.

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  • If it was for my own testing purposes, and I ran into this, I just added an url paramater.

    like

    https://someurl.com/game/index.html

    to

    https://someurl.com/game/index.html?foo=bar

  • I believe it has to do with how you store the text file.

    Try saving it as unicode or utf-8 instead of ansi.

  • Games are just interactive entertainment apps.

    So yes ... construct software can definitely be used to build apps for a wide range purposes and needs.

    > If you really cared, you would change it.

    >

    I think you are just trying to force us to do it the way you want it.

    Sounds like jedi mind tricks to me !

    "These are not the payment methods your looking for!"

    *franticly waves hand*

  • Because of your last reply ...

    I felt a bit shit on getting a suggestive statement about it possibly being a dirty hack

    Apologies, anyway ...

    The methods work and its all in the events, with standard plugins performance is not an issue par your own game mechanic.

    Local storage to preserve the users ID in case of a disconnect or crash.

    A var for HostID of the room.

    Preferably an array to keep track of connected IDs during the game for every peer. (and perhaps other values such as health etc)

    By default when the host leaves a room a peer is automatically picked from that room to become host.

    So, with an event to detect if the player that left was the host, recheck if your host and set peer/host group accordingly.

    With the array of peer IDs you can reset potentially still connected peers.

    When the old host reconnects to the room, it should on join send the new host its old id from the local storage.

    The new host receives this, and checks his array of peer IDs, if that old ID was in his array, if yes ... update the peer ID in the array.

    Not really a dirt hack ... just smart application of the optional events

  • Your approach of the independent network sheet is good but you handle it on the other sheet too, which easily makes one loose track of when things happen.

    Just keep the connection/login/join events on 1 sheet, it will make it a lot more clear what your doing and when.

    Also, instead of disconnecting right from the layout start, you could use the event "on disconnected".

    Good luck

  • In all honesty, your event sheets are a bit messy this way.

    Have you used the multiplayer example games as reference ?

    If not, it might definitely be worth checking them out and see how they are build up.

  • When you go to layout 1 ... the first thing you do there is leave room and disconnect (network event sheet) and reconnect to the signalling server.

  • When I use c3 to crop the images from an animation, my image point origin gets centered in the resulting images.

    Is this intended ?

    It kinda sucks when you import a sprite strip and crop away the white space.

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lennaert

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