AM_Games's Forum Posts

  • Hello folks,

    Been working on this the last week, built for android with C2 and CocoonJS.

    Based on the classic 80's Asteroids game, you defend your sector of space (3 planets) against evil inter-dimensional asteroid attacks!

    All good fun eh.

    https://play.google.com/store/apps/details?id=com.kittenboxx.AstBlast[/code:1z6lxjqv]
    
    If you give it a go, please feel free to give us a rating (good or bad) on the play store.
    
    This version is Free with Ads. There is also a paid version (no Ads) available on the Amazon app store for Kindles etc.
    
    cheers, Matt
    
    [img="http://kittenboxx.co.uk/PromoScirra1.png"]
  • Apologies for shameless bump, still looking for a hand with this.

    Cheers, Matt

  • Hello folks,

    Working on a mobile app, have a button that triggers the facebook log-in prompt and have created a holder on the facebook devs site and input the correct key etc, however i've left "domain" blank, since this is never going to be a facebook game, I just want permissions to post from it to a wall etc.

    However, whenever I try and log in via the game on desktop it throws an error saying "Given URL is not permitted by the application configuration.: One or more of the given URLs is not allowed by the App's settings. It must match the Website URL or Canvas URL, or the domain must be a subdomain of one of the App's domains."

    and on mobile the button does nothing at all (despite correct key being fed to CocoonJS)

    So presumably I need to specify a domain on the facebook dev site...

    Being an android game and not a facebook game, what on earth do I feed it for a domain?

    Cheers, Matt

  • Hello!

    Dug up an old Construct Classic thread and wondered if this still stood:

    scirra.com/forum/max-layout-size-Object-count_topic41024.html

    basicly, running a 40k x 40k layout size with a 64x64 tiled background (size set on layout load) seems to incur some performance hit on mobile, also the performance does drop with 500+ objects spawned in the layout, 475-ish of which are off screen at any 1 time.

    So yeah, it's not a massive performance hit, but it's the difference between a 30fps game and a 15fps one.

    cheers

  • Ahha, that's excellent news! Nice find Nutzaboutpoker

  • That's... genius! Will more than do for this project if there's no actual opacity mask functions.

    Thanks EncryptedCow

  • Hello folks,

    run into a bit of a wall that I can't seem to find an answer for elsewhere.

    Opacity Masks!

    Bog standard "This is a health bar, extend this image over it to mask it based on current hp".

    Bit of a pain working with non-rectangular/detailed health bars since you can just set the origin to the end and the adjust the width based on health, sadly this one needs a specific masked shape.

    Image from the usual flash method of what i'm talking about if I wasn't clear:

    <img src="https://imagizer.imageshack.us/v2/1220x645q90/23/jwxk.png" border="0" />

    So yeah, how do I Opacity Mask?

    Cheers, Matt

  • Nutzaboutpoker

    Hello mate,

    Sorry, i've had no luck with this, even got in touch with Ouya support.

    Basicaly seems to be a case of "If you don't know the super secret method used by others then you can just wait for CocoonJS to implement Ouya store support, which they'll do at some point, probably".

    Which is yno, dissapointing

  • I'm currently doing Ouya exports via CocoonJS and the frame rate is fairly stable (updated to Construct 2 b155 from r139) and that's helped massivly. Bear in mind though, if you're going to actually publish to the OUYA store you need to decompile, make some additions and then recompile the APK file, things like the Ouya store icon and some permissions need to be manually added.

  • Thanks for all the suggestions folks!

    The final solution was actually thanks to Colludium - their idea of the invisible uniform box being used as a "fake player" with the actual sprite just pinned to it has worked a treat. No more problems with jumping!

    Excellent idea mate, thankyou!

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  • Hello guys, cheers for the replies and suggestions, appreciate it!

    Tried using the "is on floor" behaviour and still getting same result.

    Also removed the manual "isjumping" check in favour of "is on floor".

    Pasted some objects etc into a sample file to reproduce the results with a simple event tree.

    (includes character sprite with the anims to show collision is standard rectangle on all frames)

    Skydrive link to CapX:

    skydrive.live.com/redir

  • Yup, that was the first thing I checked.

    <img src="http://img823.imageshack.us/img823/1175/azln.png" border="0" />

  • Hello folks,

    having some issues with the Platform behaviour being unreliable for jumping.

    sometimes it takes 2 or 3 key/controller presses before it gets called.

    my variable is definitely being set/unset properly (checked in debug) but often the "Simulate Platform pressing Jump" just doesn't work, everything else will get called in the function but the character wont jump.

    This seems to be fairly random and I cant track down a pattern in it.

    Tried to counter this by manually setting the X/Y values just before the jump in case it was a collision issue but that's not helped either.

    <img src="http://img600.imageshack.us/img600/986/nidl.png" border="0" />

    any ideas?

  • Still not having any luck with this.

    <img src="http://img849.imageshack.us/img849/7243/ri6t.png" border="0" />

    Set up the product to purchase according to the OUYA guidelines as well as the IAP stuff in construct 2 but it's definitely not getting called and/or retrieving correctly.

    The most i've managed to get on the OUYA developer forums themselves is that I should integrate the provided purchasing API, however I've no clue how to do this.

    any suggestions?

  • Hello folks,

    Okay, so we've ported an Android title over to the OUYA and it's running lovely and smooth now (thanks to CocoonJS's recent controller and WEBGL additions).

    We've hit a road block though and can't seem to find any information anywhere on it.

    How do we invoke and then recall the OUYA's "Purchase this game" dialogues?

    Obviously unlike normal android which goes through the GooglePlay store and is dead easy to setup pricing/sales OUYA is a "All games are free" platform so we'd need to invoke their specific dialogues for purchasing... which we've no idea how to do lol.

    I'll also point out that we have no JavaScript/java programmers, we're all C++ based and have essentially no understanding of compiling for mobile outside of "Stick it in CocoonJS, wahey that works" and as such have no idea how to integrate OUYA's provided SDK with C2...

    Cheers, Matt