andreyin's Forum Posts

  • Thanks for the replies everyone! It's just so scary because no matter what I pick it could break in a few months lol.

  • Hi everyone,

    I've finished a game in C2 before but I only released it for PC. Now I'm finishing another project, this time for mobile, and I've been looking into IntelXDK and CocoonIO. I did test both these tools before and my game runs fine with both but I'd like to get ads and iAP working with them and, after searching, it seems almost every tutorial is extremely outdated.

    I'm hoping someone can help me with a few questions:

    1. Is IntelXDK working with ads and iAP at this moment?

    2. Can I use the official Admob Ads and IAP plugins with it?

    3. I have bought the Cordova plugins pack by Cranberrygame a long time ago. Should I be using it instead of the official ones? What's different?

    4 . CocoonIO seems a lot simpler to get working than IntelXDK. Is it worth it over IntelXDK?

    Thanks!

  • I'm not sure where are you going with this but you could create a temp variable that takes the random number and compare it later. Also the random function will generate decimals so you have to use int, floor or ceil to round it.

    For instance:

    Set varrandom to floor(random(0,300))

    Set whatever to trim(tokenat(Dictionary.Get("ReadData"),varrandom,";"))

    Since you've set the varrandom to a random number, you can compare this number so you can tell which line it got.

  • You've got the right idea, but:

    1. Your loop won't work because you're basically saying "when the game starts, for each tilemap object do this". There's a single tilemap object in the layout so it's only going to run once.

    2. The "set tile" grabs a tile by number on the tilemap object and not by X/Y position in the layout. So instead of doing what you're doing, you have to do this:

    Hope that helps!

    Edit: My mistake, in the loop I used "from 1 to 53" but it should really be "from 0 to 52" since 0 can also be a tile position in the tilemap. I uploaded a new image and edited it.

  • Objects are only loaded on the layout they're in. Your player must be set as a global object to appear on every layout.

    >

    > I'm open to ideas. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    >

    Did you try this plugin?

    https://www.scirra.com/store/construct2 ... basic-2546

    https://www.scirra.com/store/construct2 ... am4c2-2545

    I haven't yet, I keep meaning to buy it but I'm always out of cash to do so.. I'll probably get it by the end of the month though.

  • I think a lot has changed in 3 years but C2 still relies too much on third-party projects to get anything done.

    You want to release your game on iOS/Android? Then you'll rely on Intel XDK, Cocoon or other tools.

    You want to release your game on Windows/OSX/Linux? Then you'll rely on NW.js.

    C2 works well with HTML5 of course, but that's just until you need to add a website's API to your game to try and make some money.

    In my opinion Scirra is really missing out by not having separate paid exporters for these, like GameMaker and Fusion 2.5 do. Still I've heard that most problems with C2 currently are due to it being made in a old version of VisualStudio and that's why they're focused on C3, so that's pretty important to get done before anything else.

    Just tried my game on OSX and it doesn't work with this plugin. It does work perfectly if I don't add this plugin, though.

    I've tried both NW.js: 0.15 (with Steamworks SDK: 1.36) and NW.js: 0.14.7 (with Steamworks SDK: 1.37). I get an error about resources. Searched online and found this thread https://github.com/nwjs/nw.js/issues/3307 which mentions it should be fixed by now, but it doesn't for me. Using "--file-descriptor-limit=10000" in the launch options for my game on steam also doesn't fix it.

    I'm open to ideas. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

  • Hi once again,

    Apparently the problem is with my phone. Tried it with your template and got this error:

    http://i.imgur.com/CDKU8Gv.png

    My phone did work with Canvas+ before (since I have tested my game on it several times before) so I'm not sure what's going on..

    edit: Oops. Searched around a bit more and apparently CocoonJS isn't compatible with CyanogenMod, which is what I'm using in my phone.

    edit2: Ok, now this is driving me insane. I tried it on another phone and got the same exact error. Only this phone isn't rooted or has a custom rom installed. It's a Samsung Galaxy Grand Prime (SM-G531H) running Android 5.1.1.

    Tried both my own game doing the fixes described and one of AndreasR 's templates (CocoonOpenURL).

    Now I'm at a loss - and I'm sure my game worked just fine on my phone at least a couple months ago in this same rom.

    Edit3: Finally I got it working on both phones. I deleted the entire project from Cocoon.IO, then exported my game with the Cordova option and added the "|| this.isCocoonJS" in c2runtime.js. This resetted all the options so I had to turn on Canvas+ again. Tested it and it's working.

  • Hi Andy,

    It does not seem to work with Canvas+.

    It only works with Webview and Webview+.

    Not even a simple project (a single sprite on the layout) worked. I tried using all the settings you've recommended and adding the "|| this.isCocoonJS" line on the right place..

    Are you using the latest C2 version? And what do you have set the Cocoon version, the latest one?

    Should I export the game as a CocoonJS project, a Cordova project or a HTML5 project (then zip it)?

    Thanks

    edit: could you try out this apk? It's just a blue background and a purple sprite over it. In here, the screen keeps flashing non stop and the purple sprite only shows on the bottom left (in the code, the purpe square should be over most of the screen).

    https://1drv.ms/u/s!AuQM7MihYyx4hJsl0_9nhhM1EloXvw

  • AndreasR

    Thanks for the help! The "Fullscreen scaling" option was indeed set to low quality. Gonna test it now.

    Edit: Couldn't get it to work, not even with a new, simple project without anything on it. All settings are as described and I've added the "|| this.isCocoonJs"...

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  • > Snikoggs

    >

    > Awesome!

    >

    I have just compiled my game, uploaded to Google Play and downloaded it on my phone. But it does not display in full screen; it only displays on the top corner of my screen.

    I have tried everything on this page https://shatter-box.com/knowledgebase/c ... ing-fixes/, but it still does not work. I have used Canvas+ and Webview+,but nothing.

    Please help.

    Have you found an answer for this? The same is happening to me:

    http://i.imgur.com/lh4phEr.png

    The game screen stays on bottom left though. This only seems to happen only in Canvas+ mode, Webview and Webview+ work just fine). I did test my game with CocoonIO before and it worked fine so I'm not sure if something changed in C2 or CocoonIO.

  • You wouldn't need an exporter, you'd need a plugin for the Telegram games.js API.

  • I just read about this game on Kotaku earlier today, had no idea it was made in Construct 2! Really nice. Congrats on the release!

    I have a question - why did you pick this "pay what you like" business model? I'd also love to read more about it and how it worked out for you on Gamasutra someday if you're willing to write a post mortem.

    Cheers!

  • There's no way to use his program with a .png spritesheet of a font I believe.

    If you want to use it, you'll have to download a font, open the font in it and then export it.

    When setting the character width you're just saying that your character has said width.

    In this case, for the letter A I should put an event saying:

    "On start of level -> spritefont -> set character width "A" to 5"

    So it will only grab the space where the letter is and leave the empty block on the right side alone.

    If you have a spritesheet of a font and every character has nearly the same width you can also set every character to the same width.