lennaert's Recent Forum Activity

  • Even locally. The image processing takes up a load of performance.

    And true that, I don't think it is possible to take desktop screenshots/images with construct 2.

  • I used a 1 for the Y index instead of 0 just to make it more clear.

    Every X index can have an unlimited amount of Y entries and you can use them as you please

    ie

    x,0 = name

    x,1 = type

    x,2 = strength

    x,3 = shop price

    x,4 = level required

    etc

    In my example, I used the 3 swords, 1 is a reference to which item, and the amount is a total you hold, this would generally be represented by a number over the image, in this case, sword. It was an example.

    I hardly skype anymore lately.

    Just use the forums, lots of people willing to help if you ask the right questions and show your willing to do more then request for capx files for quick solutions

    Info provided to you in here, will most likely benefit others in the future too

  • Regular banners ? or video ads ?

    I had some issues with video ads some time ago, not using them solved it for me there

    I think I did a bit of wrong timing, and could have done more wiser using the video ads before the game engine events kicked in.

    Lately I have been using the iframe approach and implement sdks from banner suppliers by means of a simple html file fetched with ajax from my server.

  • I have not read that before, does it happen with all your projects ? Or just the one ?

    If unsure, just test one of the game templates.

  • The inclusion itself of event sheets will not affect performance.

    The only thing affecting performance are the events that run in them.

  • I generally use arrays based on their x index, and the Y placements having their items/names/ids/description/amounts.

    A really simple idea would be to have 1 big array with every item in it, and you use their x index as ID reference.

    example

    all items

    x,y

    0,1 = "sword"

    0,2 = swordstrength number

    1,1 = "shield"

    1,2 = shield strength number

    2,1 = "potionX"

    2.2 = potion health amount number

    Then you have 1 small array, where each item you posses take up a X index, where its Y(1) hold the id from the x based index of your total inventory array, and the Y(2) determine how many you have of them.

    Player Inventory

    x,y

    0,1 = 0 (x ID from the sword)

    0,2 = 3 (you have 3 swords)

    1,1 = 2 (x ID from the potion)

    1,2 = 10 (you have 10 potions)

    Thats the general idea.

  • lennaert

    I was thinking of the same thing. I remember in one of the poker games I used to play, there were sometimes pauses during the gameplay whenever someone left. Maybe the game was changing hosts.

    I guess each peer saves the room name in a variable, and if the host disconnects, they all reconnect to the room name from the variable.

    Thanks for the reply.

    Exactly, and your welcome.

  • Tom mentioned the profile page would get updated too when he gets back from vacation, arcade related and likely some store features updates too.

  • Learn arrays.

    Check the tutorial section for that and pick out a simple tutorial relating to arrays.

    After that do one of the inventory tutorials with arrays.

    Generally, you have 1 player inventory array determining what you have.

    And either another array or dictionary with all existing inventory items.

    Upon some action, an item is copied from the dictionary/array to the player inventory array.

  • Nope, they are gone for the time being.

  • It sounds like you need to reset the variables with scores upon entering the lobby.

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  • That depends on how you set up your logic.

    In one of my projects, I have it so that one of the peer automatically picks up the host position and the game can continue as it was.

    The players simply reconnects to the room they were in and have the layout and state of things remain as they were.

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lennaert

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