larrynachos's Recent Forum Activity

  • You can bundle all used addons with your project file - there is a checkbox in project properties.

    To install these addons permanently, you can rename C3P file to ZIP, extract files and the addons should be in Addons folder.

    Thank you!

  • I just got a new computer, but I don't want to hunt down all my my addons again. I found a few folders matching the application name on the c3 start shortcut but I can't find any local files for construct 3 to transfer over. Is there any way to do this or am I out of luck? Thanks!

  • I'm kind of stuck on a project currently. I need to use the antisuspend plugin to keep multiplayer from missing messages if the player is tabbed out (has been creating issues with my turn based game), but it requires worker mode and the newgrounds api plugin ports require worker mode disabled.

    So I'm trying to utilize the new Newgrounds.io javascript library, but as I'm not very skilled at javascript I'm not sure how to get going. After two hours of labor all I've managed to accomplish is getting it to open the log-in window. I'm now stuck on trying to set a global variable to the logged in user's name ><

    So I'm reaching out to any fellow Newgrounds developers: Have you begun using the new javascript library in your games? How are you doing it? If anyone has examples I can look at I would greatly appreciate it!

  • Bumping this because of further developments in NG.io!

    They've released a javascript library for accessing newgrounds.io. I'm assuming this means I could also just plop the code into construct via javascript but I'd much prefer a plugin! Hopefully this would make developing it way easier! I'll probably take another stab at using the plugin sdk eventually but I have too much on my plate at the moment.

    here's the new library:

    github.com/PsychoGoldfishNG/NewgroundsIO-JS

    kthxbyeee

  • Hiya, Newgrounds just released a new feature to their newgrounds.io api to include cloud saves. I'm kinda hoping someone here is already a plugin savvy Newgrounder and on top of it, but if nobody's working on anything and financial incentive is needed I can probably part with like $100 (don't hurt me I'm poor)

    There are a few Construct 3 NG.io plugins, which were ported from rex's C2 plugins:

    This one is for authentication, the other 2 plugins depend on it:

    construct.net/en/make-games/addons/335/newgrounds-authentication-port

    This one is for achievements, or "medals":

    construct.net/en/make-games/addons/349/newgrounds-medals-port

    This one is for scoreboards:

    construct.net/en/make-games/addons/348/newgrounds-scoreboard-port

    I don't know if you're able to just make a cloud module that's compatible with these, or if you'd have to make your own suite, but I'd like to make sure I don't lose access to any of the functions I already have.

    The Newgrounds.io api github:

    github.com/PsychoGoldfishNG/newgrounds.io-for-javascript-html5

    And finally here is the documentation for the new Cloud Save component (and Newgrounds.io in general):

    newgrounds.io/help/components

    I really would try to do it myself, but I couldn't even port an effect or make a simple plugin with the sdk, and I hardly think it's as easy as copying and pasting the NG.io api into it LOL

    If you want payment I can do paypal k thanks

    bonus: has anyone figured out how to play music from newgrounds URLs geometry dash-style? Got a bullet hell rhythm game in the works, was hoping I could let users add music from URL or local file. Couldn't get the playfromurl event to work, nor the custom audiofromurl plugin from here.

  • Hiya, working on a multiplayer platformer battle game adapted from the real-time multiplayer example. I've noticed that without local input prediction, there's a slight latency between the host and peers even when I'm testing locally and it reports 1 ping. This is lessened by turning on local input prediction, but then I seem to get inconsistencies with host-sided events like player knockback (using set x/y vector events). So while the peer will jump normally, when I have things like a hop after a goomba behaviour or a knockback effect the vector change is weak and seems to stutter as it tries to sync with the host.

    Is this because I have the collision/knockback events host sided? For the knockback, I change the peer deceleration while flashing so they fly further away. Is this not reflected in the peer's instance I suppose I could make this a shared common event, but where does it end? When goomba stomping another player, the peer has a weaker hop than they're supposed to, but if I started making all the collision events and stuff peer and host sided, wouldn't that just create more desync and open the door for cheating?

    Most of my multiplayer games are turn based or otherwise asynchronous, and I really want to get into real time multiplayer but I can't seem to keep latency down.

  • R0J0hound winstreak

    Thanks so much! As far as I can tell, this equation is working! You guys rock <3

  • Oof, it's been a while since I've asked for help twice in one day xD

    So I'm working on a treasure hunt game, it's sort of a reverse minesweeper where you have limited shovels to dig and find treasure with. The grid of tiles is made using sprites. I have some special items to dig up, but otherwise the tile just spawns text that says how many squares away the chest is, and also it changes to red if it's adjacent to a kill tile.

    The issue is, sometimes it's not entirely accurate? The numbers will be off by 1 or 2, and sometimes I'll have a full 3x3 grid of red tiles but no skulls around.

    So I'm assuming it has something to do with my distance formula. Currently I'm using:

    str((floor(distance(Tile.X,Tile.Y,Treasure.X,Treasure.Y)/32)))

    I had the floor set to int before, but either one has slightly inaccurate results.

    Thanks so much!

    Tagged:

  • Regardless of multiplayer, when working with picking for collisions between multiple instances of the same object, the general way to proceed is to put the object in a family and use on object collides with family rather than on object collides with object. Then you can differentiate between the two instances colliding by using the object.y and family.y expressions.

    This sounds promising, I'll give it a try :D Thanks!

  • Howdy, I'm working on a multiplayer game, where I need a goomba behavior where players can stomp on each other to stun their opponent.

    I'm calling this action via On peer collision with peer, but I need to check to find the peer with the lower Y value and make sure they're falling and not just running into them. Then I need to get the peerid variables for the attacker and victim so I can then call a function that makes the attacker change Y vector and the victim flash and stop moving for a moment, etc.

    This is also going to be 4 player, so I can't just peer(0).y and peer(1).y this.

    Help pls and thank you in advance!

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  • I don't have any experience with 3D yet, but normally to convert coordinates between two layers you need these two expressions:

    Set X to CanvasToLayerX("UI", LayerToCanvasX("Game",Animals.X,Animals.Y), LayerToCanvasY("Game",Animals.X,Animals.Y))

    Set Y to CanvasToLayerY("UI", LayerToCanvasX("Game",Animals.X,Animals.Y), LayerToCanvasY("Game",Animals.X,Animals.Y))

    Ahhh thank you! This worked perfectly <3

  • I'm experimenting with a 3D game using the 3d shape and 3d object tool, but one issue I've run into is displaying relevant text matching the perspective of the camera. I'm working around this by having a UI layer that displays the text.

    I have 2 different types, text for when you mouse over an object, and text that pops up next to a player when they speak. The first one was easy, I just set the position to Mouse.X/Y("UI"). The second one I'm having trouble with.

    For the second one, I'm using LayerToCanvasX/Y("Game",Animals.X,Animals.Y), and sometimes it works if the window is just the right size, but as soon as I resize the window or go fullscreen the text is severely offset. I'm assuming this is because canvas coordinates change because there are technically more pixels in the window, but is there a formula I can use to keep this text consistent? Thanks!

    Tagged:

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larrynachos

Member since 6 Jan, 2013

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