fredriksthlm's Forum Posts

  • This only relates to C3 runtime, the "hack" already exist in the C2 runtime?

  • it is just so you can sign in with a Xbox Live profile and share the achievements you got between your different devices, if you play the same game, like Fortnite both on mobile and xbox for instance.

    so you don't need to have different setups, like gamecenter, xbox live, googleplayservices and what not

  • sorry to say, it just sounds like a horrible idea :)

    (just add a value to a variable every time you run the specified action, and you can then use on nth action togheter with that variable..?)

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  • it is not possible to create a variable with a name containing quotes.

    you can though set a value with quotes. which I would never ever do..

  • I have never tested that software.

    But Construct can import strips yes. This has been supported since ages I believe. And I guess the software you are looking at can export strips. (many frames in a single picture, like a grid sort of)

    Edit: I looked at their website, it says the software can export PNG sequences. Which I guess can be imported fine in Construct editor. (right click>Import frames)

    The software is free to try, so just try it and see :)

  • I have no idea what you refer to as "player list". I don't have any list. I have not used any property functionality at all.

    when a player jions he will have his user created. every player can just count the players to get a list of the players. i have asigned a name to every user at start.

    max room seems to work fine for me. I set it when I create the room.

    max rooms can be called from the api, so you can see if you have it set or not.

  • just strech to fullscreen regardless of ratio would look terrible. never ever even try to implement this..

    there is mainly two ways of handling different ratios: 1. some parts that are not visible 2. you will have bars (usually black).

    Since all devices uses different ratios. Do you know how scale outer/inner works?

  • Hi, I solved the issue with an array.

    Now I have got into a new small issue. When creating a mobile game (actually Facebook Instant game), sometimes when you die in game the game will show you an ad. When the ad is shown, the actual game is paused in the background.

    I see two issues with this:

    1. If you view the AD for a very long time, you will be suspended from the game in background (I guess it will timeout somehow).(I know I can increase the supsended time.)

    What is the best practice here?

    2. When you get back to the game (from the Ad), you will have a LOT of queued raised events waiting for you which will all be executed in one go. (Example: All other players send an event every time they shoot a bullet (and for positioning and angles). You have three other players, shooting four bullets/s, and you view an ad for ten seconds: then when you get back you will get 3*4*10 = 120(!) bullets created directly, since all these are queued. Also all messages for all positionings are queued, several hundreds of messages! So I need some way to just exclude the user who just died from getting the events until he gets back into the game again, since he will not really need to get those. and also the queue is an issue on its own..

    EDIT: I guess you will use InterestGroups! and exclude him when he "dies" and include him again just before re-spawn? Is this "Best practice"?

    Thanks in advance for any tips! :)

  • Thank you both!

    (It was a little bit harder, since it was for a multiplayer game. First create Array > initialize the room and fully fetch all the other users from server > remove their variable from the Array > create your own instance > send yourself to the others.. So had to be some "Waits" and re-shuffles :)

  • Thanks.

    haha, I cannot get it to work properly. Sounds like an easy thing to do.

    I am trying with an array, to set all the values in a array at index=i For Each Sprite.... with local variables.. also tried while loop.

    I would have guessed that it would be easy when I used numbers, since then I could just try to set it to 1, then step it +1 until no sprites exists with that variable. then assign it. But this was to hard for me on a sunday. :P

    Any more ideas, with event example :)

  • hi,

    I am trying to create an easy situation where a game can have four unique objects, created as instances of the same object. every instance will have a variable set, to a unique number (1-4).

    What is the easiest way of validating the existing instances when setting the value to the newly created one, so it will be unique.

    Since instances can be deleted it is not possible to validate the index or UIDs.

    Do I need to store the variables to a dictonary or an array. Or is it possible to use a For Each -loop while creating the new instrance, to get the variable from the existing ones?

    See attached example (in the example I use choose(1, 2, 3, 4) to set the variable to the new instance, which of course will not check for uniqueness.

    (The example is just a test, I need to function in a multiplayer game, so every player will have a unique color, players will be able to leave and join, but always 1-4 players. The animations is just a different color)

  • look in the console

  • No idea.

    Try to create a copy of your game and remove your own splash, loading bars, loading style, loader layout.. Remove all that from your project, and untick the box.

    It is Best practice in IG to never ever use any loaders or splash. IG has it owns loader.

  • If you use C3 Beta you will get the file created by C3 directly.

  • When you are creating/opening a totally new project of 180mb 88 times in a row will fill your memory does not sounds surprising. Cause that is basically what you are doing.