baterism's Forum Posts

  • Hi Aekiro ! Thanks it works perfectly. I attached the sample of the implementation.

    drive.google.com/file/d/1ES15nFKvWAF5-B8PrxjU9TJsoay-tuZb/view

  • > Hi Aekiro, I've bought the plugin and so far it works wonderfully. But I just want to ask if we can't create new GameObject and then edit the gameobject name?

    > So far I always put the GameObject using editor in every layout. Is that the correct approach? I am thinking to dump all of game object in one layout and then create them using function when needed, but it seems there are no option to assign gameobject name from the event sheet?

    > Thanks!

    How about using the clone action of the game object ? There's a name parameter that you can specify.

    Look at the demo project (game object section) to see how the clone action is used.

    If this is not enough I might need to add a "set name" action to game object.

    Hi Aekiro I tried cloning from other layout but it doesn't seem to work.

    Clone -> assign names, seems to only work if the object cloned is already present in the layout. Added with the fact that "GameObject" name can't be assigned using ES, make "System:Create Object" cannot be used.

    Also it seems Clone GameObject cannot works if the name is empty?

    I tried to messed up with the example: https://drive.google.com/file/d/1aD9VzLDJPa_p-U-HSQOQrG6_EOPV_lXd/view?usp=sharing

    Thanks!

  • Hi Aekiro, I've bought the plugin and so far it works wonderfully. But I just want to ask if we can't create new GameObject and then edit the gameobject name?

    So far I always put the GameObject using editor in every layout. Is that the correct approach? I am thinking to dump all of game object in one layout and then create them using function when needed, but it seems there are no option to assign gameobject name from the event sheet?

    Thanks!

  • lucid is it possible to remove only one specific character map instead of removing all?

    This program rocks!

  • Hello! I just tried building app with Crosswalk by following Ashley's tutorial. However, when I download the file, the apk for ARM architecture is 0 bytes while x86 is normal (around 50mb).

    Did I miss something when building it? Thanks!

  • That's pretty smart! Thanks for sharing.

  • BluePhaze The reason I put "is on mobile" is because I made the game stop when "is landscape". Without the "mobile" condition the game would be unplayable on desktop.

    The requirement was: the game should support both orientations with out letterbox scale (no black bars), or support ONLY one.

    Thank God, the requirement was removed.

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  • Ashley Yes, I mean "Is Landscape" and "Is Portrait". I also aware that it just check WindowHeight and WindowWidth.

    The problem is I tried to differentiate mobile device (which will show message if on landscape mode) and desktop (which will not show message, because it will always on "landscape mode").

    WIthout the ability to tell KindleFire is also a mobile device, the problem appeared because what showed on KF is the desktop version.

  • BluePhaze Thanks for suggestion. But, it didn't work

    Ashley Thanks a lot! The orientation detection is for requirement for FGL HTML5 program. Before, they require the game to stay portrait or stay landscape. When the game is on wrong orientation, stop the game and put out message to player.

    About the orientation detector, I use browser condition:

    +is on mobile device

    "on landscape" -> show message.

    It works well on iOS and Android, but it never triggered on Kindle Fire.

    Fortunately, they remove that requirement so the game is OK as long as it keep the aspect ratio using letterbox scale

    Thanks! Are you referring to Browser.Product? Worth try.

    tumira Yeah, I also just aware of that. Good news.

  • Hello all, while I am trying to submit my game for FGL mobile plat, I encountered a problem with Kindle Fire.

    The problem is the orientation detector doesn't trigger the event.

    After a series of test, I suspect it is because Kindle Fire has not yet regarded as "mobile device" so the system condition "Is on mobile device" return false.

    With this problem, it become impossible to differ desktop with Kindle Fire. What OK in desktop (and other mobile device) would break KF, and vice versa.

    Thank you very much.

  • There is an update from FGL regarding to non-closing ads:

    https://www.fgl.com/view_thread.php?thr ... post335148

  • I also posted my game and failed on "ads cannot be closed". I use EncryptedCow's plugin.

  • EncryptedCow thanks for checking it out. It might be not too vital. I have submitted the game and still waiting for FGL's response. I guess the current plugin is fine. Thank you very much

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • EncryptedCow I have tried the new plugin. The sponsor banner is gone, but it seems there is a problem with scaling of the FGL menu before the game loaded.

    For instance when the game loaded in small frame (using letter-scale in my case), the "Start Game" button cannot be pressed.

    Thanks! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • EncryptedCow I have tried it and it worked like a charm. The modification of index.html is needed to use the plugin properly.

    <!-- The runtime script. You can rename it, but don't forget to rename the reference here as well.

        This file will have been minified and obfuscated if you enabled "Minify script" during export. -->

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

        <script>

         var element = document.getElementById('c2canvas');

           

            fgl.create(element);

           

            fgl.onReady(function(){

                loadGame();

                   

            });

    This part seems needed or the API will be late to load.

    I've sending FGL for approval. Wish me good luck <img src="smileys/smiley1.gif" border="0" align="middle" />