gumshoe2029's Recent Forum Activity

  • There is a popup that asks if I want to allow my game to allow me to track myself. It looks something like this:

    [attachment=0:3lasycmx][/attachment:3lasycmx]

    Except it says something along the lines of: "Do you want to let this website track you?" Allow / Allow Once / Disallow

    I always hit Disallow, but I would prefer that it not ask my users at all.

    How do I go about disabling this?

    I am assuming that it probably has an AJAX call back to a Scirra server, so I could probably just look for AJAX/GET/PUT code specifically, but it would be easier if I have some idea of where to look in c2runtime.js.

  • You have to change all of the resource directories for images and sounds. I run my C2 without any index.html file at all, but I had to tailor the resource URLs to the server during export.

  • Yea, I know, but I need instances added to the container, not object types for my particular purpose.

  • Look up rex_rainbow's "Bejeweled" demo. He uses animation frames of various colors, then uses "random(Sprite.AnimationFrameCount)" to set the frame to a random frame (after setting the animation speed to 0 of course).

  • Remember that calling "TextBoxObjectName.Text" will give you the text that is currently in the text box. If the Text Box is blank, .Text will return null (or rather an empty string).

  • Yup, what codah says: you want the Pin behavior:

    https://www.scirra.com/manual/99/pin

    I have to do more research into this. It looks like it might solve my problems though. Thanks!

  • > Make a scrollable table object that I can dynamically load sprites/text into. The "Container" behavior would allow me to move only one object in the container to scroll the entire table up and down.

    >

    A Container is not a container like a bucket. It's an association between object types during object creation, destruction and picking. You might want Pin behaviour. (Not saying Container wouldn't be useful, just in a different way).

    Yea, I already ran into that problem. That was why I asked my original question. If dynamically adding sprite instances worked, then I could create the sprite THEN associate it with the container avoiding the extra instances of everything else in the container.

    All of this could be avoided with an official table object though... lol.

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  • Make a scrollable table object that I can dynamically load sprites/text into. The "Container" behavior would allow me to move only one object in the container to scroll the entire table up and down.

  • Yea, that should be correct. Here is an example from our game client:

    [attachment=0:2v17oomv][/attachment:2v17oomv]

    We parse the keys into a separate Array then loop through that array to reference each Hash bucket.

    You have to reference the Hash like this:

    Hash.At("key.arrayIndex") for multidimensional Hashes. For us, we use a loop like:

    For loopindex from 0 to keyArray.Width -1{

    Hash.At(keyArray.At(loopindex) & ".0")

    }

    in order to access the 0th slot in the array stored at each key location. Or you can dynamically increment the array index to access other array slots in each key location.

    See rex's post on his Hash plugin for more details on other implementations:

  • I doubt that exists based on what I have seen so far.

    Have you thought about using an Array of some sort to store tile locations/ids?

    I have also considered using Document.InnerHTML to collect the entire HTML code on the end user side and ship it back to my server to verify if it has been tampered with. Then if the client fails to reply with the end-user HTML code -- or replies with modified code -- it will kick them off.

  • We use a JavaScript variable injection (or an AJAX call in preview mode) to inject the server time directly.

    Then we just use a periodic NTP sync the server clock with nist.time.gov.

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gumshoe2029

Member since 4 Mar, 2014

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