justifun's Forum Posts

  • Here's the links

    Firebase plugin:https://www.scirra.com/forum/plugin-firebase_t121776?&hilit=%5Bplugin%5Dfirebase

    and specifically the parse authentication plugin

    http://c2rexplugins.weebly.com/rex_pars ... ation.html

  • Check out [plugin] firebase by rex. using the parse functionality in the plugin its pretty easy to set that up, i did it in like an hour

    there's a "Parse Authentication" example that basically sets it all up for you.

  • I still dont quite understand how this is working.

    Here's a version of what i posted that DOES work as desired.

    If i modify disable either of the "Set IsAnyGroupActive to 0" then it all breaks

    In my head here's how i think its working.

    The game starts off picking a random wave value (1 2 or 3)

    eg: 1

    Event 4 checks if wave = 1 AND if isAnyGroupActive is 0 and starts processing those actions

    We now set isAnyGroupActive to 1 so that it wont process wave 1 the time it loops through the event sheet again (and theoretically stay processing whatever is going on in wave 1

    but then we have it setting isAnyGroupActive immediately to zero again

    so im confused.

    they way i thought it should be setup was that you would only need to change isAnyGroupActive to 1 once. Then the logic would stay processing in wave 1 until you changed it back to zero at a later point (perhaps after a keypress or something)

    But how / why does making it a value of 1 then 0 immediately make this work?

    thx CJK

  • you can have an event that re positions it on every tick. make an invisible sprite called "center" then it will always remain in the center if you use the the position code as stated above, and you can align other objects to it as necessary.

  • Ok this is something probably super simple but for whatever reason i can't wrap my head around what's going on

    I'm trying to pick a different group to activate each time the game loop starts over again. It works once, then starts going super duper fast ignoring the "wait" command in each group.

    Is there a better way that i can setup a system that will pick a different group to enable , then when that group code is complete it disables itself, and next tick it will pick a different one?

    plz see attached capx and screen shot

    https://dl.dropboxusercontent.com/u/403350/groupBug.capx

  • It would be awesome if you could sort the bookmarks panel by clicking on the Column name in the bookmarks panel, just like how you would sort file names/sizes etc in windows explorer.

    Typically I bookmark comments or groups i make with notes like "TODO" or "BUG" which makes jumping to them really easy if i could sort through all my bookmarks quicker.

    food for thought.

  • rexrainbow - The "plugin" link in the upper left on this page-http://c2rexplugins.weebly.com/rex_parse_itemtable.html

    it downloads the "message" plugin instead

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  • rexrainbow - The plugin link in the Parse_itemtable plugin link points to the parse_message file instead by accident

  • re: header/body - ok, so if you had multiple games perhaps, and you made the header the name of the game, and the body would be the players stats within that game.

    thanks for the quick responses!

  • rexrainbow - one more question, when playing around with the Parse Authentication plugin, if i use the "quick signup and login" it seems to work, but the browser console says POST https://api.parse.com/1/login 404 (Not Found)

    But it seems to make an account just fine

  • rexrainbow - Forgive me for being new to this awesome plugin of yours. But what is the difference between a "header" and a "body" ?

  • Is it possible to combine 2 different types of objects into one family?

  • If you want the object with the litetween behavior to do 2 different things at once, eg: move AND rotate, is that possible? or do you have to add the behavior twice (one for each type of move)?

    also what's the best way to use it if you want moves to play out once after each other. eg: move THEN rotate

  • I'm looking for a simple way to create a series of moves or changes, and be able to apply that to any object down the road.

    Imagine a button, and you want to make it fancy by having it slide onto screen, wiggle a bit by animating the width/height, then flash, then grow in size. But now, be able to take that list of moves and apply it to any other object quickly and cleanly. Kinda like a function, but with the ability to have things change over time like litetweens etc.

    So that later you could simply say -> on touch - make touched object "jiggle appear"

    I've looked at some of the plugins like rex's cmdQueue and tweenTasks, but it seems like these can only be applied to a specific object and that you'd have to set them up all over again to another object. (unless i've missed something).

    Can anyone recommend how they'd setup a system like this?

  • russpuppy

    I also think that the NW.js exporter could be a good choice since we could start files from the OS with the nwjs plugin. Hypothetically we should be able to run a .bat file or equivalent On Start of layout in the "Start" layout and when running that bat command try to find out the ip (ipconfig) and then start the nodejs server (node server.js) then instead of having prodUrl as a static variable in the construct 2 project we could read this from a file which we modify in the start.bat with something like:

    for /f "delims=[] tokens=2" %%a in ('ping %computername% -n 1 ^| findstr "["') do (set thisip=%%a) > echo %thisip% > > @OneMuppet - I was playing around with this idea, but can't get nwjs to run a bat file, it seems to only like .exe's