dop2000's Forum Posts

  • Yes, there is a feature in C3 called solid filtering. You can assign different tags to solid objects, and include/exclude solids with a certain tag for each object (player, enemies, NPCs etc.)

  • Yeah, I'll need to test on mobile, as I have quite a lot of Physics objects. Will probably have to increase iterations temporarily, when there is a possibility of joints breaking.

    What's odd is that changing iterations from 8/3 to 16/6 makes joints even weaker in that demo. Only much higher values work.

  • Thanks! I tried doubling the numbers in "Set stepping iterations", but I didn't set them that high. 60 seems extreme, given that the default is 8 and 3... I'm worried that the game will be slow on mobile.

  • You mean you need to play on every 18th frame? You can compare (sprite.AnimationFrame%18=0) then.

    It will be true on frames 0, 18, 36 etc.

    Another simple method is to put the list of all frames into a string:

    find(";1;18;35;99;205;991;", ";"&sprite.AnimationFrame&";")>=0

  • Sprite on animation frame change
    	Sprite | Animation Frame = 1
    	OR Sprite | Animation Frame = 18
    	OR Sprite | Animation Frame = 35
    		audio play ....
    

    Another way:

    Sprite on animation frame change
    System compare two values (Sprite.AnimationFrame=1 | Sprite.AnimationFrame=18 | Sprite.AnimationFrame=35) EQUALS 1
    	audio play ....
    
  • When several physics objects are connected together with joints, it's easy to break them if you apply too much force. Demo:

    dropbox.com/s/ay68csu3sgjqki7/rotation_test.c3p

    Is it possible to make joints stronger? I don't want them to be indestructible, about 2-3 times stronger will be enough for my needs.

    Tagged:

  • Try opening this link via any proxy service, for example:

    hide.me/en/proxy

    proxysite.com

    kproxy.com

    Here is Rex's github, you can download plugins there:

    github.com/rexrainbow/C2Plugins

  • The forum topic is very much alive:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-litetween-48240

    Check the last page for working download links.

  • One of the conditions in your sub-event may be false when you are tapping too fast (either canMove, or State instance variables are not reset properly).

    To check this, put something in the parent event which will indicate that "is touching" condition works. For example, set some test sprite visible, in Else block set it invisible.

  • No, you don't pass the key, it should be kept in secret inside the app and on your server.

    For example, you want to send PlayerName and PlayerScore.

    First you need generate a HashValue = HashFunction(PlayerName & PlayerScore & SecretKey).

    Then you send three fields to the server: PlayerName, PlayerScore and HashValue.

    On the server in php file you need to generate the same hash again, using PlayerName, PlayerScore from the request, and the key stored on the server.

    If both hashes match, then you can be sure that the data was sent by your app and was not compromised.

    .

    I used CBHash plugin (you can find it here) to generate hashes in C3. But you'll also need the same hash function on the server side, I'm sure you can find how to do it on Stackoverflow.

  • Say, you want to make touched button bigger. You can use a function to deselect other buttons:

    On touched Button
    	Call function DeselectButtons
    	Button set scale to 1.2
    
    Function DeselectButtons
    	Button set scale to 1.0
    

    Or you can add button sprite to a family and do this:

    On touched Button
    	ButtonFamily set scale to 1.0
    	Button set scale to 1.2
    
  • It works for me! Try a different browser, VPN, or try opening it from any proxy website.

    Couple of direct download links from Rex's page (there are many more):

    rexrainbow.github.io/C2RexDoc/repo/rex_firebase.7z

    onedrive.live.com/redir

    onedrive.live.com/redir

  • You can use unixtime expression. While the game is running, save unixtime in local storage. (say, every few seconds or at the end of each level)

    When the game starts, try to read it from local storage.

    int((unittime-saved_unixtime)/60000)=number of minutes spent offline

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  • You can add a hash to every message, and check this hash on the server side. Both the server and your app need to have the same key and the same hashing function.

    But this will still not protect from an experienced hacker, who can disassemble your app and find the key.