scidave's Forum Posts

  • Glad folks are finding this useful!

    I had wip folder with the game's cap and plugin saved screenshots into the cap's folder, but when I exported the game into different folder and run the exe, it saved the screen into the cap's folder. I had to export the exe into the same folder as cap file, than it works.

    Thanks for the bug report. I'm not sure a good solution to this problem. It seems to work just fine for the executable you made, but you are correct that it does weird things between where the exe is saved and where the WIP folder is on the developer's machine.

    If I set the current working directory to the directory of the current running executable then when you are using construct it will save to either scirra/contruct or a temp folder. But it would solve the problem I think. Another option is to specify the save path...but we don't know where folks will put their executable when they get it.

    Does anybody have an idea on a good solution to this?

    In the meantime, I'll take a look at making configurable sizes to save them to (or at the least a small, medium, large).

  • You could do this in Construct as well (System compare with a global variable..say x). Just have an if statement that says, "if x ==0 " then set your variable.... then the first time it happens set x = 1. That way the variable will never be set again after that.

  • I have looked over some tutorials but they are either out of date to where things are in the program, or not completed, or both.

    While most of the tutorials are older, I wouldn't say they are "out of date" or not relevant. There are enough working tutorials to get you up and running quick.

    This one is still relevant:

    There are a bunch of other useful tutorials...look at JamesX list...download stuff and just try them out.

  • Fun game! and the computer AI was pretty neat too. I didn't do as well as you, but liked the gameplay.

    <img src="http://i52.tinypic.com/243mbtk.jpg">

    Edit:

    For midi, you could try Pysonic"

    http://sourceforge.net/projects/pysonic/

    Unfortunately, there is no build for 2.6 so you would have to build it from source. It is kinda old too so I'm not sure how good its midi support is. Somebody should write a plugin for FMOD (at least the midi portion) .

  • Awesome! Glad to hear things are working good. This is indeed a great thread to learn database access.

  • Maybe is something about the GRANT privileges? I've readed something about it but not sure if could be it, it seems to allow accounts privileges, but they are connecting with the root username, should then I make a new account with some privileges just for remote access?

    I think this is probably your problem since you have the ports forwarded.

    You want to limit what users can do so they don't dork up your database.

    For example you could do the below to allow the user "bar" to do anything on database "foo"

    GRANT ALL ON foo.* TO barhtu@?%? IDENTIFIED BY ?PASSWORD?;

    Ideally, you would create a separate account, as you mentioned, that has less privileges than your root account.

    http://dev.mysql.com/doc/refman/5.1/en/ ... users.html

  • Hi,

    I'm going to need lots more details to troubleshoot this. The bind-network option simply sets which interface your server will listen on (for example if your system had two NICs). So I think the problem is something else. Are you behind a router? Do you have port forwarding enabled? Can he telnet to your server and pull a banner?

    You would run WIreshark and have him connect and see if you even see him connecting to your server.

    My guess is you are behind a router and he can't connect to your server, but maybe it is a firewall or config issue. Need more detailed error messages as well.

    Thanks!

  • I just stumbled upon this wonderful work of brilliance!

  • Wooo...that was really cool. I'd really like to see a full construct game that takes advantage of all these awesome features.

  • I use Visual Studio 2010 and the current pluging SDK works great with it. There is already a tutorial off of the developer's page which is about as simple as it can get. Check it out, try it out, and shoot us any questions/problems you have!

    http://www.scirra.com/developers/

  • construct engine's downloads are from people posting it that time ago.

    oops..then sorry....it sure appeared to be from your page. Since the link you posted was just an error and when I clicked on downloads (off of your page) it brought me to the old versions of Construct.

    Have you ever heard of anti-malware? Security? Software that can scan files?

    Yes, which is exactly why I don't trust .exe's from non-official sites. A well crafted virus/malware will almost always be undetectable to most security software.

  • indiedb.com/engines/construc ... t-the-demo

    What's up with hosting old versions of Construct on your website? That's usually considered bad form, plus I wouldn't trust downloading an .exe from an unofficial page.

  • Got it! I installed everything and experimented with the database and found this portion of the user guide helpful:

    http://mysql-python.sourceforge.net/MyS ... on-objects

    firstname = 'sci'
    lastname = 'dave'
    age = 20
    sex = "M"
    income = 2000
    
    sql = """INSERT INTO test(FIRST_NAME, LAST_NAME,
           AGE, SEX, INCOME) VALUES (%s, %s, %s, %s, %s)"""
    
    try:
    
        cursor.execute(sql , (firstname,lastname,age,sex,income))
        db.commit()
    except:
        db.rollback()
    
    [/code:2pt4equn]
    
    You could also hardcode values you want as well.  Also, notice that whether you are placing a string or int you always use a "%s" for them as the placeholder.
  • Did you also try setting the EditBox.Text to python variables with the new way?

    name1 = EditBox.Text

    name2 = EditBox2.Text

    Then replace those names in the execute call.

    Then if that fails, try it without the single quotes around the %s....

    If none of those work, I'll download/install the library and see what's up.

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  • Will it be easier in CC eventually?

    Yes, eventually it will be easier in CC. I always give longer lead times on stuff, but you can expect networking in plugin form in CC within the next 4-6 months...maybe sooner.

    p.s. If you have questions about the PodSixNet stuff let me know. What kind of game are you trying to make?