andrewrutter's Forum Posts

  • 14 posts
  • We have some internal messaging and tracking code that bridges between Construct 3 developed games and the website on which they are running. At the moment, that code his being duplicated in each game by adding a core set of a couple of script files. As time goes on, changes to that common code is going to be tricky to maintain since we will have to apply an update for each and every game. Is there a way to provide a list of common source files to include when our game loads much like script tags on the resulting html content?

    Thanks

    Andrew

  • Follow the endless run to the white house with an endless running game. Presidential Run 2020 on Android and iPhone bit.ly/presidential-run-iphone bit.ly/presidential-run-android Let us know the key challenges you think the candidates will face in 2020 and beyond and we may try to work them into the game leading up to November

  • Have just wrapped up a quick project for an endless runner. First attempt at publishing C3 games too as native apps - have historically used Unity for that development and C2/C3 for web games.

    bit.ly/presidential-run-iphone

    bit.ly/presidential-run-android

  • I have a game written in C3 which is being built for Android and iOS which is working fine with one exception. I have banner adds defined using the standard Mobile Advert plugin and have this configured for my AdMob account. In the code I have two different banners and have been manually commenting out the android/iOS ones as needed. The plugin is not set to serve test ads

    On Android, the ads run fine and the same is also true on the iOS simulator (albeit they are showing as test ads in that case). When I build and push to the App Store, the ads are not present. You can see this in the two versions below, ads are setup to start showing when you tap play.

    iOS version is not showing ads

    bit.ly/presidential-run-iphone

    But the Android version is working fine

    bit.ly/presidential-run-android

    Any thoughts on this? Do I need to put the loading script for the ads further up in the app loading cyle? Its annoying because any test I am doing on this has to wait on app review so its taking almost a day to get a potential fix to the store each time

    Thanks!

  • We have previously been building games for web consumers and so have been using Google Analytics for usage tracking. Google have deprecated this for native apps and we are now required to use Firebase for tracking. I cannot find a simple plugin to achieve this and wondered if there is one available.

    If not, is it possible to use their javascript API in a native app build and any recommendations on how to include that within a standard C3 project script?

    Thanks

  • I have seen a few others post this same question but looking for some update on being able to use Construct 3 with file/folders and not a single c3p file. We have several developers primarily using Mac's which mean we cannot use the desktop version. Installing as a PWA cuts down the step of going to the browser but doesn't support saving the project locally in a reasonable way that would allow us to easily work with source control. It is also not possible to expand the c3p file out to files/directories which is much more preferable for version control.

    Are there any other options out there or is Construct 3 going to continue to be primarily a single developer tool or require a windows machine for any team level development?

    Thanks

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  • Thanks for the info. It looks as though very little of the behavioral items are exposed - at least from what I see in the docs. Presumably using callFunction would require that we have that function defined on an event sheet - correct? That does limit portability or reusability from the Javascript side since we would have to copy a corresponding event sheet into each project. Not the end of the world.

    Thanks

  • We are working on some games and would like to share some common behaviors across them using a Javascript library we will be build. This will have some helpers to consolidate sound and scoring behaviors which we can handle by passing the runtime in from event sheets.

    One requirement we have though is to update the game state from that javascript code - examples would be changing the current Layout or calling Layout.Restart Layout

    I have looked through the documentation I can find around the javascript runtime but cannot see any references to how these higher order Construct actions can be invoked.

    Thanks!

  • Thanks. These were 3rd party games bought from Envato so I'll reach out to the developers

  • I have a C2 game which was purchased that I want to start editing against our C3 license. This has a bunch of plugins which are construct 2 not 3. Is it as simple as renaming the plugin extension to s3addon or how else can I import them to our Construct 3 editor?

    Thanks

  • We have a need to load a game into an iFrame but with that iFrame hidden from view (simple display:none). This was working fine until we were recently prompted to upgrade to the construct3 runtime. Now we are seeing the following console error which we have traced back to trying to load a game into a hidden iFrame.

    In our testing, this function in c3runtime.js is being passed 0's for a and b when the iFrame is hidden which is failing in the following code. Is there a setting in the runtime we can use to override this behavior?

    SetSize(a, b, c=!1) {

    var d = Math.floor;

    if (a = d(a),

    b = d(b),

    0 >= a || 0 >= b)

    throw new Error("invalid size");

  • I have seen a few posts related to this which suggest that source control could be a feature on a desktop version of C3 but I understood that there was not going to be a desktop version. As such, how can we implement file based source control tracking on a C3 project to faciliate collaboration and tracking across larger development teams? As things stand today it feels like construct is only suitable for single developer use and will not lend itself to code versioning outside of any file tracking in Google Drive or OneDrive which I find hard to imagine

  • Thanks, 8 had seen that api but what about communication in the other direction, is that possible? For example, we may have a menu item in the main window that would pause the game, disable sound or start a specific game scene. Thanks

  • If we have an HTML5 game running in a parent window, is it possible to send messages into the game from externally? Can we target into a running game if we know a desired javascript function exists in the game, can the game start an event listener in the parent window or do we have to go to some larger solution such as pinging a shared webservice or websockets backend?

    Thanks in advance

    Andrew

  • 14 posts