WackyToaster's Recent Forum Activity

  • runtime.objects.JSON.getFirstInstance().getJsonDataCopy();
    

    You need to get the instance, not the object.

    runtime.objects.JSON is the object, you can get the instance(s) with a variety of options depending on usecase. If there's only one instance, getFirstInstance() will suffice.

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/iobjectclass

  • How did I not know that until now? :V Well in that case I don't know either. Splitting it up as I described probably works around whatever issue that is but I'd be curious to know what the issue actually is.

  • Try setting "logged in" and "error message" as a static variable maybe? Otherwise they will reset to default value after a tick, e.g. after the wait. But I'm not sure why it works when not in a function.

    You could also split the function up some more, and instead of setting local vars you call a "login success" or "login error" function (runtime.callfunction) with whatever parameters you need.

  • Files can't be rewritten but you can always just encrypt the json, download the text and put it already encrypted as a file.

    Then you load it via ajax, decrypt the data and use json > parse to load it into the json object.

  • There are encryption plugins

    construct.net/en/make-games/addons/257/forge-c3-runtimeworkers

    Read the documentation carefully though, this specific plugin stopped working and is now available as script.

    That will stop the average person.

  • If there's any difference, it's probably so small it's irrelevant.

  • I'm down with + picked but it's not that I personally dislike Copy picked.

    One of Construct's aims is to help teach programming concepts, and reduce the gap to jumping to a real programming language.

    This worked like a charm for me :)

  • My game is transferred to the server, all currency transactions are used on the server, however, the lucky patcher still works, because it simulates real google play purchases, if you could tell me how to check for real purchases using the server, this option would be even better!

    I wasn't aware what exactly this thing did, I thought it's something like cheat engine (which sounds considerably easier to work around) Damn, that's a nasty little tool for developers. I kind of understand it in regards to certain games with certain monetization tactics, but on the other hand it ***** very much for smaller developers. Hope you get a solution going with what dop posted.

  • I don't think that is possible though? Don't know what kind of game you have but are there no other options to prevent hacks? A small server backend maybe?

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  • That is still a huge project. Anyway, I do not see the bug, which is probably because the spritesheets are re-generated on the fly.

    If it ever happens again really check out the spritesheets as I said before, just to confirm if the spritesheet generation has an error in it or if the error happens somewhere else.

  • Sure, if you want to use many objects you'd have to spawn a lot of afterimages. In that case canvas will probably perform better.

  • I just do it with sprites. If you don't need that many afterimages using a canvas seems overkill. Basically

    Every 0.1 seconds spawn afterimage

    Afterimage has the fade behavior

    The afterimage can just be a copy of your player sprite with the same animation names so you can set the animations of the afterimage on created to playersprite.animationname

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WackyToaster

Member since 18 Feb, 2014

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