MoscowModder's Forum Posts

  • I've considered using my website to store player's save files (basically "cloud saves") so they can pick up where they left off on another computer, or have multiple save files that they can switch between.

    In Construct 2, a player's entire save file is stored as a Hash Table (using a 3rd-party plugin) that can save/load to a JSON string. On my website, I can store/load a string to/from a flatfile (using player's name as filename).

    How would I bridge the two? Here's what I envision:

    1. When user starts game, they are prompted to create an online save or play locally.

    2. At the main menu, they can press a button to create an account (upload local save to web), or log in (download remote save).

    3. If user is logged in, they will automatically upload their save when it changes.

    Downloading:

    1. Game sends username and password to server

    2. Server sends back JSON file with valid data if correct login, or blank otherwise

    3. Game reads file and prompts for re-login (if invalid) or loads save (if valid)

    Uploading:

    1. Game sends username, password, and JSON to server

    2. Server saves file if valid, or rejects if invalid (does not respond to server)

    If a local save exists, game uses that to load/save. If registration (name/pass) also exists, game will upload to that.

    Game will only download from server when logging in (or changing accounts).

    Is this possible? How do I send messages between the game and server?

    I am familiar with PHP, JavaScript, etc, so I expect a web developer's perspective.

  • Yay, now I can type ridiculously fast and still hit things! Good job

    (I don't type quite so fast when I have to type those long Portugese words, though. Those are hard.)

  • : That's what I'm doing.

    Aphrodite: The player is placed by pinning him to a separate object that handles his platforming, so his position is not controlled by my 'code'.

  • Pin-to-type? Would this somehow be different from the existing Pin?

  • I hate to do this, but... bump?

    I still can't for the life of me figure out why setting an object's position to another every tick would make it lag behind the other.

  • Works like a charm. Thanks!

  • My problem is not having the game remember whether it's paused or not. My problem is having the pause affect everything except the text box.

  • It is every tick. Slight typo in my first post.

  • I know about the pin behavior, but I'd like to keep objects (like guns or shields) attached to a character's hand which moves as he animates. Oddly enough, simply using "Set position to object" every tick will make the gun/shield lag behind the character. Why is this, and how can I keep it attached?

  • I have a message box that will pop up every once in a while, and I want it to pause my game when it appears. The trouble is, setting the global time scale to 0, and its own time scale to 1, will still prevent its text from appearing (triggered by "Every X seconds").

    How do I set the time scale to 0 to pause the game, but still allow this textbox to continue adding text and calling the un-pause event?

  • Update: This also occurs with another tune, which will only work correctly if this is the first level you visit in this session... despite the fact that one other tune (title/menu) will always play before it.

  • One of the music tracks in my game will sometimes not play. That sounds bizarre, because it is.

    It worked perfectly before, and I haven't changed anything in the audio since it did. Sometimes the track will play correctly (the existing background music is stopped before this plays), but now most of the time it will not play at all. The debugger informs me that the track progress is 0 out of NaN (Not a Number) seconds. The other music tracks all work as they should.

    What's up with this?

  • It seems to get confused when I type too quickly and it says I missed. And I'm pretty sure I didn't type every single quickly-typed word incorrectly.

    Otherwise, it feels like a great casual game.

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  • Carnage in Space II

    Official website and demo

    CARNAGE IN SPACE II!

    This is a crazy-awesome action platformer inspired by the MegaMan Zero series. It involves an over-the-top-awesome hero slashing and blasting his way through 9 unique levels, blowing up hundreds of baddies, and taking down ferocious bosses while telling his own little story along the way.

    Story

    Our hero, Nightmare (yes, that is a name if I say it is), is dispatched by the galactic peacekeeping force AIO to a lonely frontier planet to put down a force intending to conquer the planet. When he gets there, not all is as it seems, though. Perhaps something even more sinister lies behind this simple little uprising...

    Gameplay

    As a player, your goal is to pick out the right combination of weapons and gear, all with unique attacks, to fit your playstyle, and then fight your way through each level while keeping the unique mission objectives in mind to get a perfect score on every level. Ha, ha, just kidding. Your real goal is just to blow things up in the most ridiculously awesome manner possible!

    Impaling a tank on a double-ended lance? Sure.

    Taking down helicopters with a rocket launcher? Naturally.

    Flying over a boss, shooting an assault rifle down on it? Well, yeah!

    Smashing that pesky turret with a gigantic sword! YES!

    What are you waiting for? Go play it now!

    I'd hope it goes without saying, but all feedback, positive and negative, is welcome. Well, mainly positive.

    Screenshots

  • This game is already taking massive amounts of effort on my part - it's a very ambitious project. Can you blame me for trying to find a shortcut?

    Ah, well. At least making animations is fun.