Robsta's Recent Forum Activity

  • The plugin works in the Synaptop API, which gives you access to the functions described on the documentation page, as long as the project is being run as an app on Synaptop.

    Here are some functions that I've found useful in the past:

    Broadcast/Receive Message: This allows the app to communicate with other players invited to the app, thus allowing multiplayer functionality.

    Display Message: This makes a pop up window with the desire message, this is useful for debugging and to notify the user of important events.

    On New Subscriber/On Subscriber Disconnect: Helps keep track of what friends are currently playing the game with the main player, which is again useful for networking.

    You can check out a few games that I have made for Synaptop with construct 2 on their website, you'll find them in the Synapstore, two of my games you might want to check out are Tic Tac Toe and Cards vs Mankind.

  • I have a video tutorial and a readme file explaining how it works. Please elaborate on what you want to know.

  • This plugin integrates the Synaptop API into Construct 2. This supports various functions useful for multiplayer, as well as message prompts and other features.

    Here's a download link: New Link

    Here's a video tutorial that covers everything from installation to running the App on Synaptop:

    Subscribe to Construct videos now

    And here's another video tutorial, this one demonstrates how to use a few of the functions included in the plugin:

    Subscribe to Construct videos now

    Here's the documentation on the functions supplied: It's on Blogger

    Here's a link to Synaptop's website: Watch movies with friends

    If you have any questions/comments concerns or make anything with the API, send me a note, I'd love to hear.

  • So I just finished Cards vs Mankind, a word matching card game similar to the game in print.

    The game works for both computer and mobile devices, works for up to 10 players and allows players to use customize their own deck of cards.

    Unfortunately, I can't post a link to the actual game, as it relies on the Synaptop API to work, however you can check out the game in the Synapstore on http://www.synaptop.com. Both the game and Synaptop are free.

    Here are some screenshots:

    [attachment=2:tnywups2]Computer.png[/attachment:tnywups2][attachment=1:tnywups2]DeckEditor.png[/attachment:tnywups2][attachment=0:tnywups2]Mobile.png[/attachment:tnywups2]

    Now with an external page: http://www.synaptop.com/synappstore/app ... /ID-254508

  • Thanks for the reply, I'll keep this in mind.

    I don't expect slowdown in the game, even on mobile, but it is always good to keep performance in mind when coding.

  • I'm asking if those 2 sets of events will run differently during run-time.

    It is assumed that the groups have all been created somewhere -> on a different event sheet.

    I'm going to want a lot of the same event groups on my Computer and Mobile event sheets because both event sheets are using the same event structure, and just modifying critical information. Therefore both sheets will need a "Deal Answers" group etc.

  • Basically I'm working on duplicating an event sheet with a number of critical changes to adapt for a different platform (mobile), So I'm going to want a lot of the same event groups on the sheet for each.

    So here's my question;

    Is this:

    [attachment=1:164u4w4p][/attachment:164u4w4p]

    Different then this:

    [attachment=0:164u4w4p][/attachment:164u4w4p]

    In any way?

    Can I just do that to work around not being allowed to have groups of events named the same thing on different sheets?

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  • I guess what I'm looking for is if there's an easy way to turn off a plugin during debugging mode, as implemented on the side of the plugin developer.

  • And that's what I'm trying to fix, I can give more information.

    The error is as follows:

    Javascript error!

    ReferenceError: synaptop is not defined

    localhost/Synaptop_plugin.js, line 67 (col undefined)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    Line 67 of the run time file is where I call the actual code which loads the api.

    Furthermore, the plugin requires a modification of the html header file exported by Construct 2 (it takes in and finds the app ID). It may well be not having this piece which causes the error during debugging.

  • I wrote a plugin that I've been using for my own purposes so far, and it's working fine, but there are still a few bugs/annoyances I want to fix before I release it to Construct's general plugin pool.

    One of these bugs is that it breaks Construct in debug mode.

    This is because the plugin requires the application to run in a specific domain (in this case Synaptop) to run any of the plugin's functionality, similar to Kongregate.

    However, Kongregate's plugin and Facebook's plugin simply do not run in the Construct 2's debugger, my plugin actually breaks the debugger. (When exported and run in the wrong domain it simply doesn't run, similar to the other plugins, when exported and run on Synaptop, it works as it should.)

  • This plugin works great... except for the fact that making a 4 screen split screen slows my frame rate down to 10.

    I see very little advice for optimizing rendering besides "updating your drivers"... which isn't really advice because you can't update the drivers of everyone who's going to download your game.

    Anyone else have better advice for optimizing rendering with split screen and this plugin?

  • As far as I can tell, the browser plugin only allows you to log text, this plugin allows the logging of arrays and objects as well. Beautiful.

    Especially useful for me for projects I can't use construct's default debugger for.

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Robsta

Member since 17 Jan, 2014

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