justifun's Forum Posts

  • - Is there a way to be able to make the server connection stuff lookup a dynamic IP address instead of pre-filling it in the project properties?

    Imagine a situation where you export the app to nw.js for example and when you run it you would need to main program to show you the connection information where the players will need connect to. If it could display in a text field the main games local ip address that would be awesome.

    thanks!

  • While in preview i can view the IP address of the window that the game is running on using the "Browser.Domain" information, however this doesnt seem to work when exporting with nw.js.

    perhaps there's some way using the "execute Javascript" browser command similarly to the way people have used that to enable fullscreen via code?

    thanks

  • with more tinkering this morning i was able to resolve the issue. In case anyone else is experiencing similar issues, it boiled down to not following the instructions laid on in the example project properly.

    wrong way: using a simple compare 2 variables (crowdgaming.onreceivedaction1 = "hit")

    correct way - it should be a sub event of a "on message" event

    eg: ->Crowdgaming On Message

    -(crowdgaming.onreceivedaction1 = "hit") -> do stuff

  • - I've been having a lot of fun playing with the Crowdgaming plugin.

    One issue i've run into using the scenario like in your example (where the main game is sending an "action" to all of the controllers, is that its not very reliable for the controllers to receive that command.

    You can see it the other way around as well, when the controllers are sending the information to the main game in the "space shooter" example you provided.

    If you count how many times you press the shoot button, and how many times the bullet spawns and shoots it won't add up. Especially if you click the shoot button rapidly.

    Is there any workarounds or solutions you can think of so that its a bit more reliable? I'm guessing lag is the issue, but you are the master behind this plugin.

    thanks! Keep up the great work!

    btw both 4.2 and 4.3 exhibit this issue.

    If it is indeed a lag issue, perhaps there's some clever way i can program something in C2 to solve for it?

    perhaps instead of sending a single action, i send it multiple times, but as soon as it receives at least 1, ignore the rest? I dunno, just thinking off the top of my head

  • Is it possible to pick a random list item or field item?

  • How do i communicate from the main game to a specific controller? eg: when a player gets hit, their controller flashes for example.

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  • Naji - Perhaps if you either made a video from scratch or starting with a basic template like the health one, and talked about the basics of adding a feature to the plugin, or adding a new functionality to it, might help someone new to plugin making/your program understand how to use it to achieve a goal.

  • - Ok i guess i'm not fully understanding how the actions being sent are supposed to be used correctly.

    The way i'm "thinking" it works, is that each "action" is like a button press from the player

    action1 = jump

    action 2 = shoot

    etc

    and therefore if you have a lot of input controls for your player, then you will run out.

    So perhaps you could explain the differences between an "action" as you call it, and a "signelaction"

    what cases would you use one or the other?

  • I see the biggest use of a plugin like this for couch co-op party games. There's a few out there already that use this type of multiplayer setup.

    One is Quiplash: http://store.steampowered.com/app/351510/

    and the other is Fibbage:

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    but there's so many cool game ideas that could use the same sort of mechanics.

    Imagine and RPG where the main screen is the dungeon where you encounter monsters, and each player on their tablet is an adventurer. You could design the game so that it encourages players to talk to each other and play off each other's characters talents etc. Each player could issue commands from their phone on when to attack/heal/buff etc.

    There's another game out there that i forget the name of, but its a spaceship game where each player is a different crew member. One player is responsible for steering, while the next is in charge of shields etc. Each player has a completely different set of controls on their phone screen to deal with. You all have to work together to make the ship fly.

    I can't wait to keep playing with this plugin even more.

    - Few thoughts.....

    1) Its spelled "Single" not "Signel" if you were trying to describe an action that takes place only once. Or perhaps you meant "Signal"

    2) also, i'm not sure in the joystick controller event sheet (event 4) where there's a condition "Action ="j"

    what's that being used for?

    3) Is there a way of having more than 4 actions and 2 singleactions in a project?

    Keep up the great work!

  • Naji - would you be able to make a video walking through how to make a basic plugin using your tool?

  • I'm sure this will be super helpful.

    I've always wanted to learn how to write/modify plugins for C2, and while i know a bit of javascript, what i really need is a series of video tutorials and someone to walk me through how they are setup etc.

    This will be a great tool to get a better understanding of the plugins.

  • Hi rexrainbow

    I'm trying to figure out which of your board plugins would work best for my situation.

    Imagine on a grid you can start dragging from a location, and it will highlight that spot. Then only when you drag up/down/left/right to a neighbouring grid space, that one will light up as well (unless its marked as unpassable).

    So you end up creating a path, but its not doing any "pathfinding". After you release the mouse button, an object would travel that path starting from where you started dragging.

    would a particular board plugin you have created simplify this for me?

    thanks

  • Keep up the great work OneMuppet

    I've had a lot of fun the last few days playing with it and coming up with game ideas.

  • Trying version 3 beta - I run node server.js and adjusting the IP in the event sheet. Then after starting the construct preview, it starts the game but no logs are showing up in the command prompt window.

    i tried disabling my firewall and also adding exceptions for port 50000, and 50001 like in the video.

    doesnt seem to connect to nodejs

    EDIT: ok im dumb. In case anyone else runs across this issue. Make sure you are running the "Start" layout first. duh. i was running the main game one.

  • I was never able to get the scirra gamepad plugin to work for the amazon fire tv to get gamepad/controller support for it. Were either of you?