tunepunk's Recent Forum Activity

  • macube Hmmmm tested it in C3 runtime and seems to be working fine.

    No issues here. Maybe they updated it recently then?

    Opened an old c2 project with Photon Cloud, and switch to C3 runtime with the latest version of Photon plugin and everything works as expected.

  • > I would suggest trying the Photon Cloud Plugin as well. I also had some problem grasping the built in multiplayer plugin.

    >

    > Photon Cloud was much more simple to understand for me and worked great. Try it out.

    >

    > construct.net/en/forum/extending-construct-2/addons-29/plugin-photon-cloud-93112

    >

    > There is a C2 and C3 version of the plugin and it seems quite well maintained.

    >

    > There are some examples as well. Pretty easy to set up and understand.

    The Photon Cloud Plugin is for CS3 - Construct 2 Runtime only.

    Ahh.. I havn't used it for a while.. maybe should ask them for an update?

  • I would suggest trying the Photon Cloud Plugin as well. I also had some problem grasping the built in multiplayer plugin.

    Photon Cloud was much more simple to understand for me and worked great. Try it out.

    construct.net/en/forum/extending-construct-2/addons-29/plugin-photon-cloud-93112

    There is a C2 and C3 version of the plugin and it seems quite well maintained.

    There are some examples as well. Pretty easy to set up and understand.

  • do you mean something like this?

    dropbox.com/s/cktagro3h7ygvs0/lazer_cannon.c3p

  • I wouldn't worry too much. It's more of a feature for advanced users that needs a bit more flexibility. You can already use Javascript already, in the forms of creating plugins, and also by use of browser object to execute JS code, and some other 3rd party plugins. This new feature just makes it easier to make use of JS from within the engine directly.

    And from what I understand it will be an addon sold seperately for those who find it useful.

  • Okay. That sounds reasonable.

    It just seemed a bit odd that actions could be scripts but not conditions at this point.

    I was mostly thinking in cases like the Ghost Shooter example in JS, that had some utility scripts. If you somehow could have a set of JS functions that you use regularly, it would be great addition if they could also be used for picking. Since it would be quite easy to share and reuse in other project since the function it self doesn't contain any references to any specific objects, and you pass your parameters through when calling the JS Function.

    // Test if a given instance is outside the bounds of the layout.
    function IsOutsideLayout(inst)
    {
    	const layout = inst.layout;
    	return inst.x < 0 || inst.y < 0 ||
    			inst.x > layout.width || inst.y > layout.height;
    

    Pick Sprite by Evalute - JSfunction("isOutsideLayout")param0,param1,param2,param3)

    I'm imagining it would return the UID's that were outside of layout.

    :) Just an idea... not sure how useful it would be, but it might come handy in some cases.

    Just curious if there is any performance benefit in using scripts in some cases.

    For example, loops, and iterating through many instances.

    Would be interesting to see a blog post of benchmarks similar to what has been done previously.

    in the ghost shooter js example, there is a set of utility functions.

    Would it be possible to call a js utility function in an event condition? Something like that would be very useful i think.

  • Messing around with the scripting feature a bit, and one thing that I can't figure out is how to pick objects by for example a variable, or by position, or is within a certain radius of another object or anything else.

    Does anyone have a hands on example on how to do that, that i can study further?

    Preferably with some comments so i can understand what's going on, as I'm pretty new to javascript.

    Tagged:

  • No that will close the browser window. I just want to close the div/iframe where the game is running.

    To clarify. On the site there is a button to start the game:

    Clicking this button will open a modal/div with an iframe with the game running inside.

    Once you've finished play the game, there is a close button in the game.

    I need to click this ingame button to close the modal/div on the site.

  • If i'm using the AJAX object to do an API call, is the communication encrypted?

    If not how can I make sure no one can intercept or read the data being sent and received?

    Tagged:

  • I'm doing a small lite widget in construct to be used on a site. After running the small little mini game, I want to have a close button in the game that closes the game. (or the div/iframe where the game is running)

    How do I go about doing that?

    And some follow up questions:

    Should the game be running in an iframe on the same site? or is it possible to run the game in a div, with the canvas object directly?

    Thanks

    Tagged:

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  • Mikal Maybe Nepeo Can help make the example work with C3 runtime as well. He was the one Solving so it can be opened and run in C3 (but with C2 runtime)

    That would be great if he or anyone else with the knowhow could help make it run in the C3 runtime as well. I think Rojo don't really use C3. It's a really cool example and very nice to use in some cases for a 3D effect.

    The early example in the thread can be run in C2 and C3 using the C2 runtime. If you're going to use it i would suggest sticking to either the C3 or the C2 version.

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