fongka2's Forum Posts

  • I don't really like this, but it's technically qualified to load unlimited images, good to see more!

  • By the way, I found that the authorhttps://www.construct.net/en/users/1099942/bahman7/forum-posts of the forum post that having the same problem was the last reply!

    proving that this problem caused one more capable developer to disappear from C3...

  • Ashley If https://www.construct.net/en/forum/construct-3/scripting-51/loading-sprites-image-url-177628 is the only option, well, let's not mention that finding this necessary information for this is extremely difficult. The illogical design lacks clear official documentation, and guidance is hard to access. For general issues, I rely on your articles and replies to solve them. How can I convince other community developers to build networked projects based on C3? Aside from unclear guidance, the logic of C3 itself is unfriendly for networked and extensible projects. For example, this year's MP plugin can send a large amount of data—have you thought about what that data is used for? We need a "convenient and user-friendly" way to adopt this external data. Now, practically all core aspects like databases and communication have been implemented using my own JS. If I also have to complete the image part using "modern 2025 definitions of data for blockchain-level development," then Construct 3 becomes my big whiteboard for pasting and managing a bunch of code, a JS IDE? Now it’s like a movie theater poster and ticket telling you about unlimited possibilities, but that's not the case. Most of C3's features are outdated and impractical due to numerous limitations, it doesn’t allow for deep development like during the era of C2.

    My minimum acceptable standard is that images should have a user-friendly import feature; C3 display engine is my reason for using C3. Otherwise, if C3 becomes just a big whiteboard for pasting code, people won't need to pay you anymore. A company's capabilities cannot match an open environment, and eventually, someone will copy your inventions and improve it then

    My original goal for the project was to bring W3 development into schools, teaching kids how to develop interactive web games using JUST C3—not meaningless scoreboards, but truly decentralized and interaction with data. But now, just thinking about i have to write an article (i don't want it) to teach kids gives me a headache. what i want is just a C3 sample project then everyone can make game on it, but now transforming the received data into materials for their games seems like a terrifying process. If I’ve already implemented all this with custom JS, then what’s the value of using C3? Construct itself is an excellent tool that is friendly to schools; I just want anyone to be able to use the decentralized mechanism I developed through C3, making game development more accessible. Why is it so difficult? Why are there so many restrictions?

    Please, can we have an easy way to import images?

  • First, I set a path for each image, and then call the database function to retrieve the image content.

    When the database function returns the image's base64 content, through this function, and the images marked with the path are loaded with the appropriate base64 data.

    But I've almost gone crazy for two days, using every possible method, deleting and adding countless lines of code. Every time I load an image from base64, all the images get changed. I've exhausted all the methods I know, and I can't change one image at a time; whenever I change one image, all the images get affected

    i out of my mind, how the fool i can load image one by one?

    or which way i can present bulk of base64 in construct 3 the same time?

  • what did you mean? can you contact me directly?

  • > > you tried to connect everyone into the same room and send the tag channel in the message?

    >

    > no, user can host or connect to multi room in the same time with tag/name

    did you contact me on fiverr?

    oh, that's you? you're right

  • you tried to connect everyone into the same room and send the tag channel in the message?

    no, user can host or connect to multi room in the same time with tag/name

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  • can we have this? this allows for greater potential in online games with higher demands, by assigning a tag to each connected entity.

    then I don't have to create a trouble undesirable custom plugin for myself. I know the official stance is strongly against modifying official plugins.

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  • OHMAN, this should on the official example at all!

    really thanks a lot, now i get it finally

  • I've seen the official examples, and they are all about reading or simple writing of JSON. I really can't figure out how to create a multi-layered structure. I just want to ask you guys how to build the following structure step by step?

    For example, after I created an array for the of a book, I can't add additional keys anymore. I don't understand how to proceed. I don't know how to create an array within another array. Thank you!

    {
    	"books": [
    		{
    			"title": "Everyday Italian",
    			"authors": ["Giada De Laurentiis"],
    			"year": 2005,
    			"price": "30.00"
    		},
    		
    		{
    			"title": "Harry Potter",
    			"authors": ["J K. Rowling"],
    			"year": 2005,
    			"price": "29.99"
    		},
    		
    		{
    			"title": "XQuery Kick Start",
    			"authors": [
    				"James McGovern",
    				"Per Bothner",
    				"Kurt Cagle",
    				"James Linn",
    				"Vaidyanathan Nagarajan"
    			],
    			"year": 2003,
    			"price": "49.99"
    		},
    		
    		{
    			"title": "Learning XML",
    			"authors": ["Erik T. Ray"],
    			"year": 2003,
    			"price": "39.95"
    		}
    	]
    }

    Tagged:

  • fongka2 - you haven't explained your use case, so it's not clear if you really need this or if there is some other better way to achieve it. For example with the limited alias length, it seemed to me using a message was a better way of achieving that - there was no need to store that data in the alias. Perhaps the same is the case here, but it depends on what you're trying to do. This is why our feature request guidelines include providing an explanation of these things - otherwise you're not really making a convincing case for a feature.

    I often push back on feature requests, and the main reason is we perpetually have about 5 year's worth of work on the feature requests tracker, and so it's unlikely that we will be able to implement any specific request very soon, so it's important to establish that the idea really is important and doesn't have any good workarounds. Another reason is often when you dig in to what people are trying to achieve, there is already a solution, or at least some kind of workaround. So it's important to properly understand feature requests - and that sometimes means pushing back on them and asking questions - to avoid ending up spending our limited time on features that weren't really needed.

    Multi Multi player, can you implement it for us? The benefits have already been explained by the OP. hope it will be accepted and updated quickly. I'm ready to release this game but it's quality is currently very poor through iframes. If there were multiple plugins, this game would amaze the world.

    (or maybe allow entering multiple rooms simultaneously)

  • Even if we did this, I'm not sure it would be sufficient for all those use cases - if you want something like a private message channel to multiple users, or different levels of group chat, then you need a dynamic number of Multiplayer instances. Even if you can add more Multiplayer instances, then how many do you add? Then setting up your event sheet to be able to manage them as if they were an array sounds complicated.

    Things like an "Alert" server that just sends a global message out every now and then would be a relatively simple case for a WebSocket connection to a custom server - re-using Multiplayer for that seems a bit overkill.

    Another option is to run the host on a traditional headless server - it's not especially straightforward to set up, but then you have better privacy as things like private messages are routed via a generic server rather than a player's machine. Even with the host being a player, it's possible to set up an encrypted messaging system between two peers so the host still can't read their messages, but that's a fairly complicated cryptography case. (Maybe the Cryptography plugin could help...)

    So I think if we wanted to do this properly, the single Multiplayer object alone would have support for connecting to multiple rooms simultaneously. I think that would be a pretty complicated change to make though. Even if adding multiple Multiplayer objects is straightforward, in the long term there will probably still be a need for truly dynamic room joining, and so there'd still be a need for the proper multiple simultaneous rooms support; then if we did implement that, we're left with a messy design, as there is no longer any need for multiple Multiplayer instances but we're stuck with that short-term measure for backwards compatibility reasons. So with a long-term view, I'd rather do this the proper way, even if it's more difficult. It's always tempting to choose the easy option, but it can make a mess in the long term, and we'll still be here dealing with that.

    I already have the complete everything for generating public and private keys, as well as point-to-point encryption and signing verification etc... I can share some of it with you(below img). Right now, I'm stuck using this inefficient method of communicating through iframes(multi C3) and web storage, which is really frustrating. I've already completed what the crypto addon was supposed to do. If I have to implement everything(like network) myself too, what's the reason to continue using C3? Besides love, what else is there? I hope the official team can provide some positive feedback. Previously, when I mentioned wanting to extend the username length, that small request was denied so i am still very upset. It feels like I haven't seen you agree to anything in these years. People around me who use C3 are leaving one by one, and now I'm the last one still left here. I love C3 so, just wanna know do you care about the community?