digitalsoapbox's Forum Posts

  • Problem Description

    When importing a tiled TMX file with more than 1 tile set is throws this error on all projects. "Error parsing XLM file. Check the file is a valid Tiled TMX file."

    Attach a Capx

    http://www.kmdes.com/tmx_error.capx

    Description of Capx

    It does nothing. It is a blank project and still throws the error.

    Steps to Reproduce Bug

    • Step 1 Drag and drop .tmx file onto Construct 2.
    • Step 2 Error is thrown.
    • Step 3

    Observed Result

    Error is thrown.

    Expected Result

    Error gets thrown.

    Affected Browsers

    • Chrome: (YES/NO) No
    • FireFox: (YES/NO) No
    • Internet Explorer: (YES/NO) No

    Operating System and Service Pack

    Windows 7 Service Pack 1

    Construct 2 Version ID

    Release 227

    Yep, this issue is super-annoying, as is not being able to duplicate a tilemap object and change the tileset it's using (I know the reason behind this is "optimization" but not making it optional is really inconvenient for loading tmx files at runtime, aside from how little use the optimization is for desktop games). What I ended up doing was using the tmx importer plugin and having a few different tilemap objects available to use for the different tilesets on layered tilemap stages. You can parse through the different tilesets used this way and spawn different tilemap objects for each tileset. It's a bit of a pain in the butt, and this feature should be native to C2 (as well as being able to use one tilemap object with multiple tilesets), but it works.

  • Hi,

    We submitted the plugin coded by MadSpy through Scirra store early today.

    We are waiting for approval from C2 team.

    A description of standard version and basic version will be posted here and/or updated in the plugin package (and a tuto).

    A beta version for Linux is shipped in the plugin.

    Updates will be posted with support for nw12/13/14.5/15 (maybe this week...depends on MadSpy's speed to code these versions).

    Regards,

    Edit: digitalsoapbox we can't reply to PM due to low rep for now

    Awesome, great to hear! Hopefully they approve it soon, the feature is kind of a deal-breaker for those trying to make bigger PC games and if they're not going to include it, hopefully you can .

    Spriter also doesn't include mesh deformation in C2, and the functionality in Spriter itself is unfinished.

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  • Yep, that works. Good call.

  • armaldio

    I'm trying to create a string to define the value to pull from the translation file:

    uppercase(Translate.GetValue(str("weapon"&98Bottles_144.menuValue), ""))[/code:2v7mozjw]
    
    Where "menuValue" is the additional value to add onto the string that defines the translation value to be pulled. Doesn't seem to be working though, getting an error.
  • R0J0hound

    Yeah, I'd seen doing a normal build was an option, but I'd prefer not to have to deal with another toolchain. Thanks!

    MadSpy

    Thanks! That didn't show up on my forum search.

  • The game this arcade machine was built for was created in C2. Maybe give the How-to a read: http://www.studio-mercato.com/how-build ... e-cabinet/

  • Is there a way to prevent the devtools from showing in an nw.js build?

  • digitalsoapbox

    New update pushed to the repo.

    Now, $nl$ is replaced by a newline

    Enjoy

    You rock!

    Thanks so much.

  • armaldio Do you have any suggestions for getting multi-line translations to work?

    For example:

    "en_US":"'-Bulletpoint 1'&newline&'-Bulletpoint 2'"

    Where in-game the ' is replaced with ""

    Unfortunately this doesn't seem to work, and "&newline&" just shows up as part of the text.

    Without the plugin "greenworks" works.

    There currently isn't a way to use preview when Greenworks is included in the project, whether there's any events or actions referencing the plugin. I asked Ashley about this awhile ago but I don't think there's been any progress in getting it working properly. Like others, I've been waiting for Steam support for some time and I guess we'll just have to cross our fingers that the 3rd-party plugin MadSpy is developing gets out the door some time soon.

  • Thanks for the help! I had tried sending it less frequently and lerping to compensate, but still had the floating issue and this is a lot better.

    Out of curiosity, is there any specific reason you set the max players at 4? I'm guessing to not overfill the array, but you could expand that. Or does C2 send the full array if values are not used, and bandwidth is wasted?

    Another topic, the next logical step for multiplayer games is to have a server database / user accounts. As far as I can tell this isn't do-able with photon. Theoretically you could do this with sql databases, but I'm not sure how secure that would be? What do you all think is the best option for this?

    The array doesn't really play into the player count, I just set it at 4 because I was testing Photon for a game with a maximum # of 4 players. You should be able to increase it to any arbitrary number without having to make any other changes to support more players. With how it works now, if Photon finds room but they're all maxed out at 4 players, it creates a new room. If you increase the player count per room, it'll allow more players to join any available rooms before creating a new one.

    As for DB/user accounts, I'll just be using Steam, which solves that issue. Otherwise you'll also need to do some server-side scripting to interface with the DB/custom user accounts.

  • yes but this is not the best way when someone like me have a bad connection :p

    It sends less data and you're less likely to miss that data when it's sent. Even if you do, you'll receive a new event soon after which sets the correct position & movement state of other players. Photon also has a limit on how often you can send events, so unless you want to hit the limit quickly sending less data is better.

  • >

    > Set up Photon to send an event update when the following events occur:

    > - Player starts moving

    > - Player jumps

    > - Player starts falling

    > - Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)

    >

    > Syncing those events should fix the issue.

    >

    Unfortunately , that didn't seem to work either. I've tried across multiple devices and browsers.

    Here is my .capx, taken from the tutorial for simplicity sake.

    https://dl.dropboxusercontent.com/u/44188718/Temp/MultiPhotonTutorial.capx

    You'll have to put in your own AppID for Photon.

    You don't need to send the X/Y position every tick, that's super-inefficient, especially when using the Platformer object. Send when you start/stop pressing keys instead. The example tutorial is the completely wrong way to do it. Let each local machine control all of the player Platformer objects, but set up player input to only directly control the player object assigned to the local machine. When the local player object receives input, send it as Photon events so other players receives each player input event and trigger them on the local machines. Think of it as client-side prediction: the player objects just receive start/stop information and occasionally send and receive position events when specific things happen (start moving, stop moving, jumping, falling, etc.). It's a lot less data to send as well so should be less affected by connection speed.

    I'd planned on cleaning this up a bit before distributing it, and I probably will at some point, but if none of what I said above makes sense then check this out. It shows what I'm trying to explain above. https://dl.dropboxusercontent.com/u/14245368/C2/Examples/Photon_Multiplayer.capx

  • >

    > > Anyone sucessuflly using platform objects with photon? I've tried, but all the players except the one the player controls are floating a bit off the ground.

    > >

    >

    > I don't have any problems with that.

    > Can you send an example or a screenshot of your system ?

    >

    Sure, using your vanilla photon tutorial I have the issue. Here is a screenshot from each players perspective.

    Set up Photon to send an event update when the following events occur:

    • Player starts moving
    • Player jumps
    • Player starts falling
    • Player stops, but is not jumping or falling (since a stop will trigger at the top of the jump arc)

    Syncing those events should fix the issue.