oceldot's Recent Forum Activity

  • I will give this a try over the next few days. Have been desperately trying to add a leaderboard but still no luck. Are there any hidden fees or anything else I need to know for using ?

  • I have been trying lately with Clay.io myself (for Android only), and it doesn't look very promising. I fear I have to drop the leaderboard all together. Not very impressive that something so basic and also something that really could make or break a game is still lacking.

  • Ah, thanks. I think it helps to add dt every tick as well, instead of adding 0.1 sec every 0.1 sec as I have tried.

  • I'm sorry, but how would I do the calculations if I wanted to display 2 decimals?

  • Would it be possible to store the score for example in a public Google Drive Excel sheet document and have that updated automatically and then display the user's rank in the app picked from that document?

    Agan, just thinking out loud here

  • Thanks, but I don't have my own server and was hoping to avoid that as I don't really have the knowledge about it.

  • I suspect maybe Google Play Game Services may be the best solution, but as far as I can tell this is currently not working for Crosswalk. Starting to think I have to drop this feature all together. I have to admit it's a bit disappointing that something like this should be so hard to add.

  • I'm about to add a very simple (hopefully) ranking system and I wanted to get some ideas on how to do it. I've never added anything like this (or multiplayer related functionality at all, for that matter) so I'm not really sure how to get started.

    My game is really a single player game and there will be no interaction between players. All I'm planning on adding is a ranking system that read out "#X". Also worth mentioning is that it is a game for Android.

    The game uses several variables that hopefully can be used to calculate this. The point of the game is to finish it as quickly as possible with as few restarts and jumps as possible. So I'm thinking that the number Time+Restarts+Jumps=Score (lower is better) can be used to create the list.

    The problem is how to implement it. Can I create this using the multiplayer functionality in Construct? Do I need to use clay or similar? I also don't want the players to have to create a user or similar if possible, maybe just assigning a unique ID at the start of the game is enough.

    Sorry about the messy post, I'm just thinking out loud. Please ask if something is not clear. Any input would be appreciated.

  • Sweet! The looping makes it a lot easier.

    Thanks a lot.

  • Just do the same *10 /10 rounding on the total.

    I am not a smart man. Not sure exactly how to write it. Currently I have played for 61.099999.. seconds, and I want to display this as 61.0 s or 61.1 s (or even better 1.00 s/1.01 s, but from what I have tried this seems like an even bigger job.

    Originally - will display "61.0999999..."

    float(WebStorage.LocalValue("Time_Level1"))+float(WebStorage.LocalValue("Time_Level2")) +float(WebStorage.LocalValue("Time_Level3"))+float(WebStorage.LocalValue("Time_Level4"))+float(WebStorage.LocalValue("Time_Level5"))+float(WebStorage.LocalValue("Time_Level6"))+float(WebStorage.LocalValue("Time_Level7"))+float(WebStorage.LocalValue("Time_Level8"))+float(WebStorage.LocalValue("Time_Level9"))+float(WebStorage.LocalValue("Time_Level10"))+float(WebStorage.LocalValue("Time_Level11"))+float(WebStorage.LocalValue("Time_Level12"))+float(WebStorage.LocalValue("Time_Level13"))+float(WebStorage.LocalValue("Time_Level14"))+float(WebStorage.LocalValue("Time_Level15")) & " s"

    This will give me "6 s"

    round((float(WebStorage.LocalValue("Time_Level1"))+float(WebStorage.LocalValue("Time_Level2")) +float(WebStorage.LocalValue("Time_Level3"))+float(WebStorage.LocalValue("Time_Level4"))+float(WebStorage.LocalValue("Time_Level5"))+float(WebStorage.LocalValue("Time_Level6"))+float(WebStorage.LocalValue("Time_Level7"))+float(WebStorage.LocalValue("Time_Level8"))+float(WebStorage.LocalValue("Time_Level9"))+float(WebStorage.LocalValue("Time_Level10"))+float(WebStorage.LocalValue("Time_Level11"))+float(WebStorage.LocalValue("Time_Level12"))+float(WebStorage.LocalValue("Time_Level13"))+float(WebStorage.LocalValue("Time_Level14"))+float(WebStorage.LocalValue("Time_Level15"))*10)/10) & " s"

    And this will display "6.1099999..."

    ((float(WebStorage.LocalValue("Time_Level1"))+float(WebStorage.LocalValue("Time_Level2")) +float(WebStorage.LocalValue("Time_Level3"))+float(WebStorage.LocalValue("Time_Level4"))+float(WebStorage.LocalValue("Time_Level5"))+float(WebStorage.LocalValue("Time_Level6"))+float(WebStorage.LocalValue("Time_Level7"))+float(WebStorage.LocalValue("Time_Level8"))+float(WebStorage.LocalValue("Time_Level9"))+float(WebStorage.LocalValue("Time_Level10"))+float(WebStorage.LocalValue("Time_Level11"))+float(WebStorage.LocalValue("Time_Level12"))+float(WebStorage.LocalValue("Time_Level13"))+float(WebStorage.LocalValue("Time_Level14"))+float(WebStorage.LocalValue("Time_Level15"))*10)/10) & " s"

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  • I feel like I have been bothering you a lot lately, but I swear my game is almost finished now

    Today I wanted to share about a seemingly random thing I've seen that is starting to annoy me.

    I have a counter for each of my levels (Every 0.1 seconds -> Add 0.1 to Timer_X). This works like a charm.

    At the end of each level I add the time to a webstorage local key (Set local key "Time_LevelX" to round(Timer_LevelX*10)/10). This will round down and save only 1 decimal to the key.

    However, in an overview page, I'm displaying the total time for each level added up:

    Set text to float(WebStorage.LocalValue("Time_Level1"))+float(WebStorage.LocalValue("Time_Level2")) +float(WebStorage.LocalValue("Time_Level3"))+++ and so on.

    Most of the time this looks good, but once in a blue moon it will display a long row of decimals, even if the keys separately only has 1 decimal.

    Any way I can improve my math?

    [attachment=0:idu2zwtj][/attachment:idu2zwtj]

  • Ok, if you are sure..

    Although it is related for one of the conditions is to check the local key level1 and if that local key is changed, but not changed back..

    But I'm just responding to what I see in your events, maybe you are changing it back to 0..

    Ah, you sir, are a genius. Not sure why I couldn't see that before.. Of course it won't update "Time_Level1" as "Level1" always will be 3 after first completing the level. With some black magic and sorcery I was able to add another event that enabled me to update the value each playthrough.

    Thanks

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oceldot

Member since 23 Feb, 2014

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