h1k3's Recent Forum Activity

  • I don't see why not. Create the banner, place it in the program, add the browser object. Then for an event ad when ad clicked, open link in new tab. Should be that simple, right?

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  • ok, thanks :)

  • I can do that to generate the physical tiles and just send out another ajax call to see if any player sprites are on the screen every couple of seconds. So at most it would be 10 ajax calls at a time.

  • Ashley

    I have been looking a little bit more into it and was wondering what you think about this potential solution. I've got a grid 9 by 9 in construct that will be the visible map tiles. Live streaming doesn't work and I have no idea how to upload websockets to a godaddy server. How about this. Check visible tiles and send out an ajax call to update them as they become visible? I know it won't be real time but it may work for this in the short term. If I limit movement to left right up down then I'll only be sending out ajax calls 9 times per move.

  • lol Ashley,

    No I havent found the perfect world size as of yet. I need to be able to update each square every few seconds. It's a multiplayer game along the lines of civilization. The world is 2000 by 2000 squares but I'm only going to show a fraction of that at a time. Just need to figure out the best way to transfer it to construct.

  • Hi everyone,

    I've got a mysql database with 4 million squares using x,y rows. I want to display say 100 by 100 of those square on the screen based on their x,y position. I'm not sure how to go about doing this. I've currently got a php script to download 1 tile at a time but with 10,000 squares I know thats probably not the right way. So I'll work on one that echos back 1 row at a time(100 squares) but the map also contains info per square such as 4 resource types and troop types. So each square is roughly 12 pieces long which makes a really long echo string. Any recommendations using the tokenat to handle those squares without making my construct file weighed down with events? I do have a licensed copy so I'm not concerned with the number of events outside of streamlining the code. Any ideas on transferring that string into variables without bogging down the program?

    Thank you in advance,

    Lance

  • LOL, guess I didn't need the glass effect. Anyways I managed to make it look a little better with the delta and reflectivity settings in the water effect. But heres another question, possibly a bug? When I adjust the angle of the sprite it doesn't adjust the angle of the effect. It just changes the overall size of the effect square when using the water effect. Is there some way to make an angle work with a sprite?

  • Hi everyone,

    I've got one that's officially driving me nuts. I created a nice sandy background for beneath my water and overlayed some empty sprites with the glass effect over the water effect. It looks very nice except for one thing. Whenever I have the blank sprites overlapping It creates a visible seam in the water movement. Not so much a seam, more like a slightly darker spot where the sprites overlap. Is there a way to remove this seam through another effect? Or make it so when the sprites overlap it cuts out the overlapping part so it no longer overlaps?

    Thank you much in advance,

    Lance

  • you need server side scripting to upload pictures to facebook. Check developers.facebook.com for more details and sample scripts. So what you need to do is upload the pict to your server, then call an external php script to upload to facebook. the link above has an already written php file example that will do the trick.

  • This should help greatly. Thanks. Any idea when the other webgl features will be implemented? I'm guessing quite. A while since they appear lengthy to code right. In particular the textures and drawing features. I came across a ray casting thread here yesterday and loved the 3d visual effects but the calculating and drawing slices of an image seemed CPU intensive. If we could utilize the drawing features we could draw angled boxes like in the example and paste a texture image onto it. Or am I wrong in how the drawing and textures are done with webgl?

    Thanks again for posting this so quickly,

    Lance

  • Hi everyone,

    I've been looking through the webgl api and must say very useful stuff in there. I'm guessing at some point those tools will be implemented. My question right now is I want to create a lighting shader. I found some nice coding for this online but I haven't got a clue as to how to implement it into construct2. Can someone give me a brief rundown on how the two effects files work in the construct2 directory? Is there already an explanation on this somewhere that you can point me to?

    Thanks in advance,

    Lance

  • What is the best way to ensure browser compatibility with the audio and webgl? I've toyed around with the idea of checking the useragent string against the list of strings I found online but that would be a lot of lines of or conditions. Is there a simple way to verify that the user has say chrome 9.0+? I want to check this at startup and if an incompatible browser is found I want to display a link to one of the approved browsers.

    Thanks in advance,

    Lance

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h1k3

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