_FlameSlayed_'s Recent Forum Activity

  • i arrive here from the discord discussion

  • thanks for clearing it up, I'll get back with the results eventually

  • would this method work for multiple save slots, though?

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  • And here i'm rather stuck. merging 5-7 projects into one project file is physically undoable, but there should be workarounds. can i utilize NWjs or webview to, maybe, load a separate exe file or load layouts and objects into the same project file?

  • thanks! someone should really make an addon for this.

  • Been experimenting with saving and loading, and am now looking for a way to clear save slots (like a slot reset).

    any way to do that, or any alternatives?

  • Recently I've been experimenting with shadow light in my game Devoid. It should work like it normally does, but some sprites don't cast shadows depending on the position of the shadow light.

    In the below image, a sprite on the right of the screen does not cast a shadow

    In the next image, the same sprite casts a shadow, but in its place another sprite refuses to do so:

    For each of the shadow caster sprites, i did modify the collision box so that it reveals some of the sprite, for the sake of the game not just having black walls. How do i fix the sprites not casting shadows, or are there alternatives to the effect that I'm aiming for?

  • Its me again with my bizarre forum posts. This time I want to discuss a huge security flaw with construct's multiplayer object, and the potential damage that can follow if the security flaw isn't fixed.

    We all know that multiplayer can be used to send messages across different devices. That's the entire premise of the feature. However, despite its primary use being to transmit data packages across different devices to synchronize player characters and other game instances, it can also be used with malicious intent.

    Take for instance, a fake game sent to a client PC. Multiplayer connects, and the host PC can now send remote code execution to the client PC via "broadcasting multiplayer messages", which when paired up with construct's built-in Javascript feature (that can be used to execute commands on a computer and interact with it in many ways,) creates one hell of a malware program.

    Multiplayer can then be paired with other features of construct, such as geolocation and camera, making for an even more dangerous tool. With the recent addition of file transfers to the Multiplayer instance, construct can, and most likely will if placed in the wrong hands, be used for malicious intent as a remote access trojan.

    And the cherry on top is that construct programs are trusted software. Essentially, this means that no antivirus will flag or even suspect a construct-exported application to be malware.

    I dont know how this was overlooked, but it is a big, BIG security flaw that can cause severe damage to not only individual client PC's, but to the trust and reputation of Scirra. Please, take this message from a game developer and penetration tester and fix the multiplayer security flaws.

    Thank you.

  • The platformer behavior is great with its many functions, but one issue that I see is momentum transferring. When the platformer behavior is set to "disabled" via events while the object under the influence of the behavior is moving, said object stops. Simple. Then, enabling the behavior again, a small bit of movement carries over from before the object's platformer was disabled.

    This is a big issue for platforming games that rely on pixel-perfect platforming after preforming events which require platforming to be disabled (personal experience, this is why I'm writing it)

    is there a way to implement a "stop" feature where any momentum gathered before is voided? If so, I'd appreciate either a fix or some help with making a makeshift momentum stopper.

  • Currently, the default construct signaling server of wss:\\multiplayer.construct.net creates a ton of lag, and I can't find a workaround to host my own. Anybody got solutions to this?

  • I'm making an antivirus in construct, via nwjs and generic javascript and some batch files. In most antiviruses or utility apps, closing the app via clicking on the close button of the window doesn't actually close it but hides it, only to be revealed once pressing the tray icon.

    I've got the tray icon settled, but how do I override the close button?

  • Im making a game with many objects used as walls, so to optimize performance i need them to be a tilemap. However, no matter what I do the tiles wont erase with any method. Help would be appreciated!

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_FlameSlayed_

Member since 17 Nov, 2022

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