gumshoe2029's Recent Forum Activity

  • gnstudenko

    See my link in my siggy. That goes to our website (which is still in limbo as far as forums/devblog/wiki, due to my time being consumed with actually programming the game).

  • Yea, but the same principles still apply. And you are becoming a programmer simply by working with C2.

  • Oh, that is odd. Okay, I will make note of that for my future work. I don't like it, but that will have to do.

    I am coming from an engineering background, so I am used to working with standards.

    We could never change this, anyway: altering something so fundamental to game logic would break just about every game ever built with C2, and make for a lot of angry customers!

    I can't argue with that. :-p

  • Problem Description

    Under all normal circumstances positive angles (less than pi and greater than 0) are measured in the +y direction on a Cartesian coordinate system. However, in Construct it maps negative angles to the +y axis on the Cartesian coordinate system.

    Attach a Capx

    https://drive.google.com/file/d/0B-xiqK ... sp=sharing

    Description of Capx

    Angle bug display.

    Steps to Reproduce Bug

    • See capx.

    Observed Result

    The angle is mapped incorrectly to the Cartesian axis.

    Expected Result

    I expect that positive angles should map to the +y axis and negative angles should map to the -y axis.

    Affected Browsers

    • Probably all.

    Operating System and Service Pack

    Win7 Prof.

    Construct 2 Version ID

    r206

    Please let me know if you actually fix this bug, as I have a manual transform in my code to account for this.

  • You have to use AJAX GET requests to retrieve JSON text from your server.

    You can use PHP (or some other server-side language) to retrieve JSON from the database.

    Do a Google search for "Construct2 mysql database" to find tutorials.

    We use rex_hash to parse JSON state data, but I think the native Construct Dictionary object might work too.

    Other valuable search terms:

    php api tutorial -rest -soap

    php prepared statement mysql

    http get api parameters values

  • Thanks for replying ASHLEY.

    We will just use a stripped down AJAX API for now, until we are making money and have the time to build a centralized Multiplayer plugin. Hopefully, we can make it generalized enough to allow people to plugin their own APIs to use this future plugin.

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  • Lordshiva1948 , your link is no good, and I don't see any AI in your dropbox portfolio.

  • So this is a more specific version of other posts relevant to this matter.

    The other posts that I read had Ashley suggesting that you use a browser on the server to serve as the "host" peer, but that is not really a good option for us, since we are using a GUI-less Linux server and a lot of Java backend code that is taking up most of our current CPU/memory resources.

    Is there anyway to do this short of completely reverse engineering the WebSocket API that the the Mutliplayer plugin uses in order to try and mirror the host's messages from one centralized server? Sadly, all of the Multiplayer examples use wss, which means that I would have to figure out how to plugin SSL certs into Wireshark to get at the messages being passed back and forth.

    If I can't get this figured out, we are going to fallback on some kind of AJAX solution for now, because I don't have the time to build a completely new WebSocket plugin for Construct.

    Or perhaps Ashley can give us an API (or some kind of text file showing messages passed to/from an example host)?

  • Remember KISS! Keep It Simple Stupid. (Not calling you stupid, that is actually what this acronym stands for)

    If you use rex_time or rex_date, it pulls that time from the players local system clock, which means that they can manipulate the clock to hack your game, like this:

    Subscribe to Construct videos now

    Games are complicated enough to make, you should always be looking for the easiest, simplest, and stupidest way to do things. Like my mentor said: "I know my code is stupid, but it works."

  • This is a customized hack solution that we developed for our game to make it fit on any screen.

    You basically have to rinse and repeat the event blocks in that example for every UI piece that you want to auto-scale.

    It's a lot of work, but it has worked flawlessly for us thus far.

  • I would use JSON text for describing the state of your characters. Then you can use loops to iterate over a given state and do if statements on specific loops.

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gumshoe2029

Member since 4 Mar, 2014

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