AnD4D's Forum Posts

  • If you use AJAX to post binary data to the server, then the server will receive all the binary data with the request. Nothing is encrypted or needs decrypting, it just sends the raw data.

    Reading POST data server-side is out of scope of this forum really, it's just a general server coding topic. Sites like StackOverflow are probably a better place for that kind of question.

    Agreed, which is why StackOverflow was the first place I looked, and followed multiple attempts. I came here in the hope that other people had indeed successfully done this and could share said info.

    There are a few examples of people doing this, but either the dropbox example or images were deleted. Likely before the new website update.

    If I can solve it, I'll happily post the solution here, but it's been a few days now of trial and error, with no solution.

  • It's possible by using AJAX to post binary data.

    I've used binary data to transfer images between multiplayer games, but on the server, would I need to decrypt it, or something using php?

    I've tried searching for answers online, but everywhere I get only half the answer.

  • Thanks for the help everyone :)

    I was able to do it using the "pick all" event.

    Hopefully we'll get something like this in the future, along with a "Is Parent of" event ;)

  • I have a parent with a child. That child is a parent with a child.That child is a parent with a child. Etc, etc...

    When I check how many children the original parent has, it tells me 1.

    Is there a way to have the system count (essentially) grandchildren as children?

    I have to keep them separated like this, because the player is able to separate them, and the separated child becomes the parent.

    Think of it like stacking cards. The parent being the bottom card. When you cut the deck half way, the bottom of the new stack becomes the parent. I want to be able to quickly count how many cards are in each stack.

    I'd have thought this would be in by default.

  • Add the "Touch" object. You can do this by double clicking within a layout.

  • Is it possible to use the file chooser to upload files to a server?

    I can grab the blob of the video from the File Chooser's URL, but something tells me that won't be too useful.

    I'd like upload a file to a specific folder on my server based on the current user. I've considered using binary, which may work, but I was wondering if there was a better way using the new HTML Element.

    Originally, I'd have considered doing this with ajax and php, but I'm not sure what I need to send. The file type would ideally be webm, but I'd need a file size locked to 1mb.

    I've seen other people ask this question, and one post a picture of an answer, which has now been deleted :( So any help would be appreciated :)

  • Yes, I've seen it happen in Chrome, Edge, Firefox, etc... However, it's hardest to manage in OBS.

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  • Saying that, I'm actually getting a slightly different error now.

    My program grabs a log file from a website. If the file contains specific data, it does something with it. Once done, it deletes the file on the server via a php file I set up.

    I can run the software, see the action take place, then check out my server to see that it is indeed deleted.

    HOWEVER, when I restart the program, it somehow finds and downloads that data AGAIN! Even though it's deleted from my server. How is that possible? Is it somehow grabbing from a cache instead?

  • I was excited to see someone had the exact same issue I had... 5 year ago (?!?!?), and was very quickly disappointed to see that they didn't have a decent resolution.

    See here

  • To clarify, the software appears to download correctly, as the version number is changing, but it's not downloading the new images and overwriting the old ones.

    I get something like this:

    Is there any reason why it wouldn't replace the old images?

  • Has anyone comes across any issues with their game not downloading the latest version of their code when stored online?

    I found this thread from 3 years ago, where Ashley says "That probably means the server caching settings are wrong, which is the problem you should be solving instead." but I've tried 3 different web servers and still get the error from time to time.

    I often run my code from OBS's Browser plugin, which seems to store cache indefinitely, which is a pain, but when I do download the latest version of my code, all of the sprites are wrong, as though it's loading from the wrong spritesheet.

    The only way I've been able to fix this is to delete the offline and sw files, forcing a new download every time, but this is far from an adaquate solution.

    Anyone experienced anything like this before? I'd love to finally have a solution.

  • Anyone know how to do this? I'd have thought it would be built into Construct already.

    I know there's a plugin that is said to do this... but IMO it's not very good/useful. Even in their example, if you have a precreated tilemap, then edit it in realtime, it DESTROYS your previous work.

    The plugin is old, so there's a chance Scirra have added in this somewhere, and I'm just not spotting it.

    Tagged:

  • Thanks! I'll either set it up to stop the layout from being changed during those waits, or I'll rework it to get it to work without the waits.

  • Yeah, this is my time consuming solution, which I'm trying to avoid.

    At the moment my code reads as:

    A > Wait > B > Wait > C Wait > D

    If I manually add in a timer, it'll need to read:

    A > If Var = A & Counter = 0 > B > If Var = B & Counter = 0 > C

    Etc... etc...

    I was hoping there was some way that construct maintained the wait, even between layouts.

  • If I have something happen at the start of the layout, then add in a WAIT 10 seconds command and trigger something else... if I change the layout before those 10 seconds have passed, the event chain breaks.

    Is there a way to stop this from breaking? I mean, I understand that it makes sense the way it is, but on my program, it breaks things.

    Is there a way to make the eventsheet global, somehow? So it runs on its own?

    I can think of ways around this, but they require a massive amount of effort :( Had I thought of this being an issue ahead of time, I would have planned for it... but I'd rather know if there was a quick and easy solution to my issue, before I have to tear everything apart and essentially re-write 200 events :(

    EDIT - In before someone tells me about shared events sheets. This sheet is already shared.