janlindso's Forum Posts

  • If so, that is really good news. But if I know Apple correctly they will more likely invent their own standard.

  • I am making a multiplayer object and have followed the tutorials. It is working normal on Android, but on IOS it won't connect. I even added an "on error" and put the error message into a textbox, but it doesn't print anything. Any known issues with iOS?

    Edit: Found out iOS does not support webRTC. What a shame. Any ways to make something like this work another way?

  • You need to implement everything you described yourself, by sending messages over the WebSocket connection. When you add in the synchronisation issues (since everyone has a different latency, so is working on a different delay to the "real" game) it becomes extremely complicated. The Multiplayer object has already solved all of this for you!

    Yeah, I figured out that the Multiplayer object was way easier, and made me not having to walk through a bunch of trial and error.

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  • I'm using the websocket-plugin i C2, and I'm learning myself to program node.js servers. I am able to connect to the server and send and receive messages. I have made a "game" that counts clicks on a button, but if I open it on my PC and phone, changes only happens on the device where the action is done. Do I have to identify each device or something? And/or is there a way to broadcast it to every client connected? Any help would be appreciated.

    Here's my server script so far:

    var WebSocketServer = require('ws').Server
      , wss = new WebSocketServer({ port: 8080 });
    
    var total = 0;
    
    wss.on('connection', function connection(ws) {
      ws.on('message', function incoming(message) {
    	total += 1;
        console.log('received: %s, total=' + total, message);
        ws.send(total);
      });
    });[/code:tocpixrl]
  • Any luck? I seem to have the same problem, making it impossible for me to work with Construct 2 on my laptop. Seems like it is Intel related.

  • I am making a cart (with platform behaviour) that I want to be able to load with objects (left click). But somehow the gravity acts strange and makes the objects inside the cart move right and eventually breaking through the collision polygons.

    Download capx

  • Updated with capx to show what I got so far. The immovable property isn't really the right way to go I think.

  • I would use MyID. Keep in mind that this plugin is for web games. I had to use the cranberry plugin for my Android game.

  • With wrap the cloud will stay at same y-position always though. I would've rather spawned random clouds with bullet behaviour, and destroyed them when far right.

  • Did you check the image point? Make sure it's in the middle of the sprite. If that won't work, I suggest you to upload the capx.

  • Thanks guys. I used the immovable propery according to the manual. Works great.

    I have one slight problem with the weight part though. How can I measure the weight of the bowl? Or to say it in another word: how to check if the objects are in the bowl (if the bowl is filled with objects over the rims, they are still a part of the weight).

  • I would give the bowl and the objects a weight variable and then when an object is spawned, just add the object's weight to the bowl's weight. No need for physics.

    Ha-ha..best advice. Too easy for me to come up with...thanks man!

    Is there a way to make physics object don't fall through solid objects.

  • I am making a sprite in Construct 2 that is shaped like a bowl. And I want to spawn objects into it that changes the weight of the bowl. Any ideas how to do this, and some advices how to start? I guess, I should be using the physics plugin, but from there I'm not sure.

    So in other words, I want the physics objects to stay inside the bowl, but keep it's physics behaviour.

    capx

  • haha really cool man! good luck in the undeground thing!

    Thanks a lot, dude! And good luck with Megaquest!

  • Whee I'm in 12th place. Ehhh....

    Hi! I've actually been lurking this thread for a bit, I couldn't resist after I saw Mega Man face on the player character.

    Nice runner - you added just enough things to keep it from being too run-of-the-mill or too complicated. I enjoyed climbing my way up the scoreboard.

    And it's fantastic that you're making your own music! Just a suggestion though, for a highscore-type minigame you might want to come up with an even catchier opening to the track - you know, the kind that never gets tiring even after loads of replays. I'm not sure how to be specific about this, but just throwing it out.

    Either way, keep it up! Glad to have played this.

    A good advice to improve the score is to run the game in full screen. I think that it gives you a better overview.

    I see your point in the menu theme. That tune might've worked better in a slower game. Like a sci-fi RTS game or so. I will see if I change it, but it wouldn't wait for it.

    Anyways, thanks a lot for your feedback. It's appreciated!