austinblackbelt's Forum Posts

  • I managed to convert your plugin to C3 using a converter:

    Download

    Tested using the sample capx and it works

  • Download Link:

    If anyone wants to download this I converted this project to .c2addon and will be permanently hosting it.

    https://www.dropbox.com/s/ur1b6f2b2wcmc ... addon?dl=1

  • If anyone is still using this plugin I have a new download link:

    https://www.dropbox.com/s/j6syv1smbgv6k ... addon?dl=1

  • Download Link:

    I will permanently host the c2addon file for anyone that wants it.

    https://www.dropbox.com/s/fghlsuc2e7jng ... addon?dl=1

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  • I don't think you can use firebase login on nw.js

  • Looks like lots of people are having the same problem, there's multiple bug reports. (this was posted first)

  • Problem Description

    Projects that are previewed or exported with the built in browser plugin fail to load on any ios browser. (specifically iPads)

    Note that I was told about this problem by someone who plays my games and I decided to investigate it. The problem started only after I updated the project recently. The previous version of the game was built on the 27th of July, 2016. (This is not my main project) Based on the fact that I keep C2 updated with the latest beta version, I was probably using version r231 at that time.

    Attach a Capx

    https://www.dropbox.com/s/r24pg2gt06w6kcm/testproject.capx?dl=1

    Exported version here:http://instructor-benedict-44161.bitballoon.com/

    Description of Capx

    Capx is a completely blank project with the browser plugin added

    Steps to Reproduce Bug

    • Create new project
    • Add browser plugin
    • Export or preview project

    Observed Result

    Preview

    Javascript error!

    SyntaxError: Unexpected use of reserved word 'let' in strict mode

    Browser_plugin.js, line 54 (col 0)

    Assertion failure: A plugin is missing.

    Check the plugin IDs match in edittime and runtime scripts.

    Note this can also occur...

    (then black screen)

    Exported

    Black screen, no errors.

    Expected Result

    Project loads

    Affected Browsers

    Windows

    • Chrome: (NO)
    • FireFox: (NO)
    • Edge: (NO)
    • Internet Explorer: (NO)

    Android

    • Chrome: (NO)
    • FireFox: (NO)

    iOS

    • Chrome: (YES)
    • FireFox: (YES)
    • Safari: (YES)

    Operating System and Service Pack

    PC: Windows 10 64 bit

    iPad: iPad 2, ios version 9.3.5 (my only ios device)

    Construct 2 Version ID

    Release 240 64bit

  • You might be able to accomplish this by storing a list of object positions (for things that can be destroyed or moved), a section for specific user data (for battles and trading) , and a small part to store an array of the land data (water, land, bridges, stuff that doesn't move) When the user logs in you could download everything from the database and set up "Child changed", "Child removed", and "Child added" listeners for the locations directory. That way if something is moved or changed you can update the change the graphics on the map. I also recommend putting the item name as the item type followed by a uid. An example for the locations directory:

    "locations"

    ..."user097610" <Id for user is their userid

    ......"x":0

    ......"y":0

    ..."tree190801"

    ......"x":0

    ......"y":1

    ......"other data":?

    As for displaying all this data, you could use different tilemaps, one for objects and one for terrain.

  • Capx?

  • Are you thinking about my game Tank Trouble 2? I was talking about space arena. For my game I am mostly using Construct 2's multiplayer because the matches have several objects that are constantly being created and destroyed. If I used firebase for a game like this it would probably cause my database to run out of bandwidth fairly quickly. I am using firebase for storing groups for group matches, and I might also store some basic info about the match in the database as well (players left, time, type of match). From what you're describing though it sounds like your game is fairly simple. However I will need a lot more info on how specifically you want the game to work in order to decide how or if firebase will work for you. How will the players interact with each other? What is the goal? What will the map contain?

    Also if you still have that chat example that you tried to modify I could see how you can get it working again.

  • If there are no obstacles involved you could just rotate the sprite towards the target and move it forwards constantly.

  • I have built my online space arena game around firebase, and I can help you create your game around it. Firebase works so well for me mainly because it's so simple. The free pricing plan is great for beginners and includes enough bandwidth for almost everything you would use it for. For your game, you could set up a custom email and password login page, then after they are signed in you can load their data from the database (using the generated userid). I haven't dealt with the custom email/password login in firebase but all of the different login methods work the same way and all can be used to get a userid. Other options for the login include: Google, Facebook, Twitter, and GitHub. After this you could sync their progress to the database periodically or however you would like the save function to work. If you would like to go this route you can find info on the firebase plugins as well as sample capx's here (just look for firebase in the list). You would need the firebase_apiv3, firebase, and firebase_authentication for a start. The other plugins are optional depending on what you want to do.

  • I'm using Rex's firebase plugins to connect with firebase for data storage and to retrieve the Google user ID. Basically, when the game starts I check if a userid is assigned in local storage. If there is one I just use that but if their isn't, I use firebase authentication to get one and set it to local storage. Also, firebase authentication can be used through Google, Facebook, and you can use even setup email and password authentication. All of these will give a userid when the user signs in.

  • Im making an online game that sync's the players data to a server, so this was a big problem for me. My solution is a bit more complicated because I track the players Google user ID (which requires a service like firebase), but you could get around this problem by simply simply creating a UDID using a long string of random numbers in local storage.

  • Have you tried using the local storage object? That info shouldn't get cleared when you update the game. You could retrieve the user data when the game is started and set it again when the game is over or the window is closed.