Ashley's Recent Forum Activity

  • Nice plugin rojohound

    As for "security", randomising the name will do nothing. You can just browse to your temp folder and find it yourself by hand in most cases. Someone could even make a tool to extract all your textures out a compiled EXE, the only reason that doesn't exist is Construct isn't popular enough to get that kind of attention. I say this all the time, but if someone wants to rip stuff out of your game they can and will, it's copyright law that protects you from that, not technical hurdles.

  • Moved to help forum.

  • Access to C:\ is also blocked by Windows, so it doesn't even solve the problem. Besides, having a program write anything to C:\ is obnoxious to the user, and always has been a bad idea.

    The best candidate is probably the user's AppData folder which applications are allowed access to, or you could settle for My Documents if necessary.

  • If you right click and 'Run as administrator', does it work? Windows Vista/7 have protected file systems, so if you try to write to a protected directory (eg. in Program Files), access is denied unless the application has administrative privileges. For example if your game is installed to Program Files and tries to write files to its own folder, it will be denied access.

  • Haha, it was pretty funny. Love the soundtrack.

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  • Added you too!

  • Done, you're editor now.

  • Scidave is absolutely right.

    The Ghost Shooter tutorial is the most basic and comprehensive tutorial I think - it explains everything every step of the way - but doesn't cover all parts of Construct. There's actually a lot to Construct so I'm not sure such a tutorial would be feasible or useful.

  • An alternative is to have the online plugin itself use NAT punch-through like what Raknet uses.

    That sounds like the smartest thing to do, so nobody has to set anything up to play. I think that's what I was thinking of but didn't know the name. I think it's actually very important since a lot of gamers are behind routers which do NAT.

    RakNet looks promising, and is free for indy games (revenue under 250k) but some restrictions ("Must display RakNet logo in your game's splash screen or credits", "Downloadable distribution"), and has NAT punchthrough. SDL_net might be a good alternative, but I can't find much information about it.

  • A player can act as a server so there doesn't need to be a hosted server somewhere else to connect to, but this can cause issues with players behind routers (it's possible to work around though I believe, but I don't know much about networking).

    There definitely are libraries for networking around - you could have a look at SFML for example, which has an OOP layer over TCP and UDP sockets, which should make things a bit simpler. You'll probably still be working with raw bytes and addresses though - might want to find a higher level library.

  • Try the system object 'save/load' action, which saves the state of the entire game.

  • Are your graphics card drivers up to date? That's often the source of problems.

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Ashley

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