austin's Forum Posts

  • If you don't mind, can you email me the zip file you're using to preview the game? austinlfw@clay.io

  • I've updated the plugin with what should fix the issue. You will need to make a change to a file in the Construct 2 CocoonJS export however.

    In index.html, you will see:

    <html>
         <body>
              <script src="c2runtime.js">
              </script>
         </body>
    </html>
    

    Change that to:

    <html>
         <body>
              <script src="CocoonJS.js"></script>
              <script src="CocoonJS_App.js"></script>
              <script src="CocoonJS_App_ForCocoonJS.js"></script>
              <script src="CocoonJS_App_ForWebView.js"></script>
              <script src="c2runtime.js">
              </script>
         </body>
    </html>
    

    I've reached out to Ashley about getting that setup by default in C2 because I imagine that's breaking one or two of their plugins as well

  • Just to update everyone - like Shaircast said, I am aware of it and am working on a fix

  • nimos100 I think most others have been able to use the show and hide. Can you take a screenshot of how the events are setup? I took a look at the code and didn't see an obvious reason for why you would be getting that error.

  • Updated the tutorial, thanks for the heads up. If you ever run into issues like that, feel free to shoot me an email to see if it's something easy for me to diagnose.

  • drappdev - yep, head to the game settings on Clay.io, and uncheck "Always show Clay.io login box on load when a player isn't logged in"

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  • Yeah, looks like there are some changes in CocoonJS 1.4. Follow the thread here: http://clay.io/community#/discussion/3/construct-2-cocoonjs

  • I'm not too familiar with Bottleneck or PubNub, but the only thing the Clay.io rooms feature can provide is grouping players together. So when players are grouped together, you would pass the to multiplayer server the ID of the room that they're in, and you can send data to those users based on the room they're in.

    Some links that are hopefully helpful:

    http://clay.io/docs/rooms

    http://clay.io/docs/slime

  • andreyin - Twitter thing should be fixed. You can use Clayio.ModalsOpen to see if a modal window is open, and act accordingly

  • InvaderX I've added the LeaderboardScoreMe expression to denote whether a score was posted by the user. So if you want to see if the current player has a score in the top 5, you can use this setup: grab.by - fetch the top 5 scores, then loop through each to see if the current player was one of those (in this example it just shows the achievements list if that's the case - for testing purposes)

    anthonykojima I'm not having that issue. It will probably happen if you try to create it inside another condition (like a loop), are you trying it there?

  • I'm able to show two ads, do you have a link I can try this out at? Feel free to email me if you don't want it public: austinjez@clay.io

  • InvaderX yes commercial games are fine. The top X condition can be done manually with the fetch leaderboard action, so it probably won't make it into the plugin as a condition.

  • NECROKRIEG - Try waiting for the ready condition to complete before attempting a Facebook post - I *think* that's the issue.

    tipztv Are you using the login prompt action, or do you have it set to auto-bring up the login window? For Windows Phone and Windows 8 we store if the user is logged in via local storage, so it might just be remembering that you're already logged in.

  • awarmenhoven haven't worked out CocoonJS integration for this plugin yet. On the todo list to see if it's even possible :)

    PixelRebirth I've updated the plugin (advertising plugin) to have a property on whether or not to display the advertisement when loaded. I haven't been able to replicate your problem with the hide advertisement action.

  • If you're using CocoonJS to do the 'conversion', then yes it will work. Otherwise, no.