Fengist's Forum Posts

  • I hope you know CSS.

    construct.net/en/make-games/addons/190/html-element

    That plugin should do it however you may need this plugin as well.

    construct.net/en/make-games/addons/166/inject-css

    in order to load a custom CSS into your project.

    The HTMLElement isn't exactly user friendly and it'll take some work with CSS to get it right but it should be achievable. You should also be able to set the HTML to call a function in C3 when an image is clicked.

    Inside your <img> tag you'd add something like this:

    el-on:onclick="myFunction(myParameter);"

    I haven't tested it specifically with images but it should work.

    As for transparency, and I haven't tried this, there is an 'attribute' field under HTML for the HTMLElement plugin. I'd try

    background-color: transparent;

    and see if that works. It SHOULD default to transparent.

  • I didn't plug this in to see if I got the syntax right but I believe this will work.

    	(Browser.ExecJS("Date.UTC("&Year&", "&Day&", "&Month&")"))
    
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    I think you are right

    Actually I was thinking about the gamee jam competition. In it, only multi-player games can be submitted

    Ah, now that's a different story. Their plugins handle all of that. As a matter of fact, if you read their FAQ, you'll find out that you can't use Ajax, Websockets or Multiplayer Plugin for that. You can't make any external connections.

    And, it can be multiplayer, single player or fake multiplayer.

    So, you're back in the ballgame.

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    And just as a piece of advice. Creating multiplayer apps is not for the faint of heart. Managing multiplayer communications is a science unto itself. If you're still relatively new to writing code and Construct in general, I'd recommend creating several single player projects and work on making them successful before even attempting multiplayer.

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    I'm going to go out on a limb and say that C3 could do this but. You'll be writing a lot of custom JS code to achieve it.

    C3 projects have 3 major ways of connecting to other systems.

    • Ajax
    • Websockets
    • Multiplayer Plugin

    With Ajax you're sending requests to a server and getting responses back.

    With Websockets, you're connected to a server and sending data back and forth.

    With Multiplayer, you're communicating with a signalling server to find matches and then one player becomes the host/server for the other players to join.

    The Multiplayer Plugin would work well on a local network as you're looking to do as latency would be low. However, you'll still need the internet to contact a signalling server and match the players to each other. Once they're matched, the app that's hosting the game takes over.

    Trying to create a multiplayer system that would only function on a local network without the signalling server would require a LOT of work as you'd be writing code defining ports, communications protocols and handling the network traffic back and forth to manage players. Essentially, writing your own plugin.

    There may be another way to do this and someone may give you a better answer, but I'm not aware of it.

  • Make sure your CORS headers are correct so that people can't access your server side files from say, a browser.

  • If you want even more accuracy without a timer you can store Browser.ExecJS("Date.Now()") in a variable when the layout starts.

    Then, you can Browser.ExecJS("Date.Now()") - variable = milliseconds since the layout started.

  • Put the music on a 'global' event sheet that you include in all your others.

  • If you launch C3 through the browser like you do, it runs the latest version. We've been talking about when it gets installed as an app on your desktop.

  • That will work but...

    I suggest a timer that starts when they press the up arrow. If they don't get the cheat code done in say 2 seconds, it resets the cheat code.

  • Woops, Ashley beat me to it.

    Run the first instance by running preview. Then, hold ALT and run a second preview.

  • Fengist brother, how to set up automatic backup in browser???

    It's in the main menu under settings, save & backup / periodically back up active project. You can set it to backup to the cloud but, like you, it takes a good while to back mine up so I tell it to backup to the browser every 10 minutes which is much faster.

  • I'm going to seriously recommend you set automatic backups to the browser as well. I work on two different computers and save to the cloud as well. Yesterday, both failed to download and run my project. Fortunately, I went to the one I worked on last and loaded the local backup and only lost a couple lines of code.

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  • Thanks for the input guys. Obviously I have a bit of homework to do.