kingpirux's Forum Posts

  • i can't belive that this was exactly what i was looking for... just take my money, o it's free... then take a hug and my love!!

  • kingpirux

    Is it the ping pong and stop from easetween? I removed that in Litetween :<... The reason for that is that I tried to decouple play control with the tween itself. Things like play control should be done in the even sheet.

    You can use normal ping pong, then add just one event to make it happen, which is

    On Tween Reverse End > LiteTween Stop

    ouu great! that will work thanks!

  • i love it

    I cant find the Ping Pong And Stop function :I

  • Funny thing, i just found this:

    [quote:2y612diz]Updating your game

    You might wonder: if the game is always loaded from disk, how do you update your game?

    If you're online and you load the game, the browser loads from disk instantly as before. However, as the game is running, it checks for an update in the background. If you've uploaded a new version, the browser downloads it and saves it to disk. Then, next time you load the game (this includes refreshing the page), the browser loads the new version. Until then, the user keeps playing the old version.

    The Browser object has two conditions to detect this happening: Is downloading update and On update ready. Is downloading update is true if the browser is downloading a new version in the background. The system expression loadingprogress is also set to the update progress from 0 to 1, e.g. 0.5 for half complete. On update ready triggers when the download has finished, and the new version is ready to be loaded. If this triggers on the game's title screen, you might want to prompt the user to reload the page (using the Browser's 'reload' action) so they're playing the latest and greatest version. However, you probably don't want to interrupt them mid-game!

    This allows you to easily make a simple auto-updater for your game. You could show a text object saying "Downloading an update..." to notify the user an update is being downloaded. When On update ready triggers, you might want to show a message saying an update is ready, and display a button which reloads the page when clicked.

    Remember to re-upload the offline.appcache file

    If you're updating even just one file of your game, you must also re-upload the exported offline.appcache file - every time! Otherwise the browser will assume nothing has changed and won't bother downloading the update. (The offline.appcache file must have changed for the browser to check for an update, and Construct 2 adds a timestamp to the top of the offline.appcache file to ensure it always changes.)

  • hmm this is intresting because i have the same problem with all online html games.

    I know that the "save game" have his issues, but normally a player, without saving game, that enters to a web page will not recive the update unless he removes the cache from the explorer he is using.

    There should be a way that if the game is online, it check's at least the code file, to be up to date.

  • :I cause i put the picture of what happend, is not possible to recreate in capx, because, it's self done, just test it, if you save and reopen the problem is fixed.

    any way ill try to upload a capx....

  • Problem Description

    The collision poligon that is shown for some tiled Backgrounds are weird...

    Attach a Capx

    [attachment=0:6lzwejhu][/attachment:6lzwejhu]

    Description of Capx

    The game works fine, but there is this weird collision poligon in some of my tiled backgrounds, that are shown in the editors mode with colliders on.

    THE PROBLEM IS WHEN LOADED. Once the project is saved and reopened the problem is solved.

    Steps to Reproduce Bug

    • Create a tiledbackground
    • Open a .png with transparent parts
    • Activate view collision poligons
    • Save and change the tiledbackground with other .png with different transparent parts

    Observed Result

    In the editors mode the tiled background creates a collision poligon very weird.

    Expected Result

    Bounding box in every tiled background

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    BETA 191

  • i uploaded screenshots since if you reopen the capx it's fixed

  • Problem Description

    The collision poligon that is shown for some tiled Backgrounds are weird...

    Attach a Capx

    Description of Capx

    The game works fine, but there is this weird collision poligon in some of my tiled backgrounds, that are shown in the editors mode with colliders on.

    THE PROBLEM IS WHEN LOADED. Once the project is saved and reopened the problem is solved.

    Steps to Reproduce Bug

    • Create a tiledbackground
    • Open a .png with transparent parts
    • Save and change the tiledbackground with other .png with different transparent parts

    Observed Result

    In the editors mode the tiled background creates a collision poligon very weird.

    Expected Result

    Bounding box in every tiled background

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    BETA 191

  • congratulations for this plugin

    There is an error in eventsheet option "Set Target" where "size" in target is missing (there is no souch option)

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  • I'm getting it better now. my last question, why is the license per year and not fixed? I think i get the numbers, is like 1 dolar per day with the home licenses, but why we have to renew it if the students are going to be renewed every year already.

  • Idea: Education Version can't remove Construct2 logo and link from loading screen that also includes Teacher's name ¿what about that to make it less open to abuse?

  • It doesn't have sense:

    Bussines edition: $399 FOR EVER

    Education: $260 PER YEAR or PER MONTH ? wtf?

    Bussines: Endless use for an entire team

    Education: every 5 students $85 minimum PER YEAR

    Bussines: You don't need to say you are using construct

    Education: You MUST show construct and do publicity and teach it so students that are paying per year then they MUST pay for a Personal Licence

    I know that you are aiming for economic porpuses but is a little bit hard to understand why Education Institutes that teach to use your software are in desvantage against a bussines,

    Right now it looks like the Education version is for one year use only, since pay for a second year is completly ridiculous (($260 + students)* 2= no way)

    I think that Educational institutes should be a one pay with a permanent version at the same price as right now, so the price per student doesn't seems like to take advantage from educators OF YOUR SOFTWARE...

  • i hope to christmass

    but is normal, everything is rising in the entire world...

  • I think more than one did this but i couldn't find it to put my vote.

    Right now the multiplayer is not very well fused with the construct2 workflow. I know it is a hard work and really difficult objective, and i'm sure you are already are working on it. But here are my ideas:

    My Ideas/opinions:

    Integrate the multiplayer with the rest of the Object Types. With the posibility to Sync groups of events that represents a player:

    "Assosiate SpriteX to peer": Construct already knows who is host and who is client, each peer have his own Nick. It is automatically binded to a peeriD. So it should be able to do a call like "SpriteX.multiplayerID(Nick,X)" so with this i know where is SpriteX for that PeerID, that "Nick." is automatically added if you have Assosiated that sprite. In this way all sync sprites that will be assosiated to a player will have autonomy without needing to say that in the events.

    We put all keys in one Group. Not dividing in host and client. For example a group called "Player Online Interaction"

    We do "Assosiate Group 'Player Online Interaction' to peer", in that group is all the Keys needed for the player to interact. Without saying "client" and "Host" because both knows who is who.

    With that we can sent keys if they are in that group. Example: If a peer Press "Left" it is automatically sent to Host, in the sync group ""Left" -> rotates SpriteX", the host just says "oH! Nick pressed "Left", pressing "Left" is to rotate SpriteX, so SpriteX with MultiplayerID=Nick rotate please".

    Reasons:

    • Why not sync keyboard directly?

    Because maybe the player have keys that doesn't affect the game for other players, like pressing F1 to show Help.

    • Workflow

    This is the most shocking aspect of the Multiplayer in construct right now, it is nothing like any other object in construct and it have no interaction with anything.

    • No need of 2 kind of collision checks

    well that. all sprites in the game have it's unique ID binded to his peer, so i don't need to check if it was a host or client, i just need to say "bullet collision with spritex with multiplayerID=nick" "MultiplayerID(Nick,points+1)"

    • Sync of Keyboard, mouse and touch in groups

    I didn't really get why is necesary to create variables to hold the keys that are pressing and then translate those keys in new events to represent that keypress.

    If i follow construct2 logic, if a key is pressed an event is triggered, in multiplayer there is Client and Host unnesesary, if i need 2 diferent player styles then it just in 1 Variable say "Im pacman" or "im gosht" or "im in the chat, so dont send keys now". There is no need to hold a variable to know every key was pressed, the Keyboard Object is doing it already. Example: There is only 1 event "if X key is pressed". It will not send any other key, because there is none event in that group needing it.

    • No need of extra events.

    Since there is no more need of sync variables and translating them again and dividing unnesesary groups, client will automatically transform all actions in events in the sync Group into "send what i pressed to host".

    • No other conditions

    To avoid lag bugs, in the client the events that have "key pressed"conditions will scape all other conditions, since they will be checked in host.

    • Speed up sync

    With this mettod, the host is the playing machine and client is a "dummy end", so all other variables, sprites and objects will be sync if needed, just like it is doing now but more flexible for the game developer to understand.

    this needs a litle more work on the idea but. its the idea