BluePhaze's Forum Posts

  • Use the browser object, Request fullscreen, lock orientation... easy

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  • Digitalsa There is a history there... they are not the best at communicating and even worse usually at keeping to any type of stated timeline. Scirra used to maintain the plugin but it got too difficult with the lack of communication from Ludei so they put the ball in Ludei's court and are leaving it up to them to update the plugin. In the past their public replies have amounted to very little actual action, so here is hoping that their ways have changed a bit...

  • There is a tutorial and multiple other threads that cover this.

  • Store the name of the save in a global variable and use it to keep track of which one you are using.

  • Read the manual about the "Exporters", Read the Tutorials. Rinse... Repeat... enjoy...

  • You need to import the sprites into spriter already at the resolution you want them at. Don't import them then resize, etc... as that tends to not give the best results. If the pieces are already 16x24 you should be fine when you bring them into spriter.

  • Ads don't show until the app is published (though you should see the test ads). They don't show real ads until it's published to stop people from artificially creating ad views to get themselves paid.

  • No problem, they had a recent deal where if you donated any amount, you get there entire collection. Not a bad deal at all. My next released game is using some of their assets.

  • Look up Kenney.nl

  • not exactly the most efficient way to do it as it will still be accessing it as a website (AJAX)... a real desktop app would probably be much better for database access. But if construct is your choice go for it... It really has nothing to do with how powerful construct 2 is, it has to do with using HTML5 canvas as a data driven app platform...

  • I recommend reading the tutorials and forums after just the tiniest bit of searching... it will work wonders for you. If you put in at least some minimal effort you should find lots of info on what you are asking about.

    A quick answer for you (though I know this will just lead you to continue not search for the info on your own):

    The exporters support various ad neworks:

    CocoonJS: Admob/Mopub

    Crosswalk: Admob coming soon (currently you can use iFrame plugin for leadbolt)

    Ejects: iAds

    Windows 8: Windows 8 Ad plugin for Pubcenter

  • Honestly it is a cross between them sometimes. The game you really want to make may require a lot more resources (money, time, etc...) than you currently have. So if you have time to make some simple games that are following whatever the current popular trend is, then you may be able to make enough to get yourself to the point where you can make the game you want.

    The other side of this is that you often don't have the skills when starting out to make your dream game. Creating multiple small projects is a great way to get your skills there. And if you are already making smaller games, why would they not try to put them up on the markets?

    Though it does have the possibility of causing more flooding of lesser quality games. I also think it means those games that are well built and polished will stand out even more in the sea of mediocrity.

    Just my 2 cents...

  • adnan Hasbi you most likely don't need the leadbolt plugin if you are just using crosswalk, leadbolt works using podes iFrame plugin as well. But for posting bugs you need to remove any 3rd party plugins from your project, in this case you need to remove the leadbolt object from your project, not from C2 all together, but just from your project.

  • Real ads don't show till it is in the marketplace, this is to stop devs from artificially displaying ads and getting paid for it.

  • One thing to watch for is adding text to your game will drop the FPS so putting a text object to show you the fps actually drops your FPS Use Spritefont for any text that is to be shown in place of text objects.