Dani's Forum Posts

  • Hi,

    I've managed to export my game fine, without ads. But now I'm trying to make it work with admob.

    Has anybody been successful doing so, lately? I've been getting errors through Phonegap, trying cordova plugin and "Josek5494"'s one.

    Getting some :

    /var/gimlet/tmp/3742165/project/src/com/cranberrygame/cordova/plugin/ad/admob/AdMobOverlap.java:576: error: AdMobOverlap.MyRewardedVideoListener is not abstract and does not override abstract method onRewardedVideoCompleted() in RewardedVideoAdListener

    class MyRewardedVideoListener implements RewardedVideoAdListener {

    error.

    Or what is the correct way to do it today?

    Tagged:

  • Thank you. It seems I can manage with Phonegap. I'll explore that option.

  • Hi,

    It's been awhile since I last exported, and many things have probably changed since then. I'm still using Construct2. I used to use Cocoon.io to export but now they no longer offer their export service. So what are the "easiest" available options today for exporting, for non-coder like me (I'm a 2D/3D artist)?

    I don't own C3 so I can't use that method. Phonegap? Does IntelXDK still work? I've checked Cordova but I'm already various errors...

    Tagged:

  • Also, when I choose to not use "screencanvas" the game is scaled fine but it's blurry a little, compared to when I launch in webview+

    Same result with screencanvas enabled and webgl off.

  • Hi all,

    I'm having a hard time getting my game to work on canvas+ from the latest Cocoon plugin export. (screencanvas enabled)

    I managed to make it run fine on Webview+ but with a loss of few fps... (it's a tennis game).

    My game shows as 1/3 of his size, centered at bottom left of the screen...

    Any ideas

  • I see. Thanks for the explanation. I think I'll do with the download thing then. That editor is meant for me only to generate some inital maps for my game.

  • Thanks, it's a bit clearer now.

    But can we save the file within the project folder? more like just editing it or saving over it... instead of "downloading" the info.

  • Hi,

    I did some research but didn't find or didn't understood the answers. And some were old answers with older plugin so I got confused a little bit.

    What I'd like to know is how (if we can) do we read/write/edit a text file (for examle).

    The idea is to make some kind of map generator (application1) that would store values in an array, and write it in a simple text file.

    Then in the "application2" (the game), we could load that map and play on it.

    Is there a simple way?

    Thanks.

  • Hi! Update!

    I "re-wrote" almost everything since lots of thing were broken with all the recent updates.

    dl.dropbox.com/u/56776366/my_games/bubble_boule_v003/index.html

    known issues :

    • just don't spam the mouse clic <img src="smileys/smiley17.gif" border="0" align="middle" /> ;
    • sometimes, the ball doesn't snap when it hit the top line;

    to do next :

    • levels & difficulties
    • draw custom level (just not random)

    There is still a lot to do to make it a polished game <img src="smileys/smiley12.gif" border="0" align="middle" /> (powers, bonuses, animated characters, sounds...)

  • ok yeah that's what I did (I also saw the same tutorial I think). So I guess when "wall" and "ground" can be the same sprite, you use a different "collision wall" object?

    (I know we are not in a Q/A thread <img src="smileys/smiley26.gif" border="0" align="middle" /> sry )

  • nice work!

    if you do the tutorial, I would be interested how you handeld the ennemies AI. (Turn back when hit the wall or others, or to fall/not to fall from platform)

  • thanks!

    But now since the r102 update with the instance, I can't make it work anymore lol.

    The problem is that that I spawn a bigger "scan ball" on the touched ball to detect the other that must explode within the same "turn".

    And I put all that in the same "while" loop.

    I read the event on the top of the one that use the spawning must end first before the new instance is detected. I didn't find any work around yet <img src="smileys/smiley18.gif" border="0" align="middle" />

    I'll probaly make a topic in the "how do I..." forum.

  • hi, sorry for the late reply.

    webdynamic I see my capx doesn't work anymore since all the update

    but all I did was create 6 "grey" balls around the one that get hit, those are the 6 potential positions (maybe 4 is enough(?))

    then, juste update and check if free

    for the inital position, each have their own local x,y coord variable, if y=impair, I just add +20 at their objet.X

    robert that is planned, but I still don't know how I'll implement this (procedural, table?), I've already had a line at the top that make the bubble progressively go down

  • Hi!

    update v002 :

    • explosion sprite
    • bubbles fall faster
    • score + combo bonus

    Play v002

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  • Hello ! <img src="smileys/smiley2.gif" border="0" align="middle">

    Here is my second "arcade" game, after the tetris I wanted to try a "Bust a move"-like game. I still need to polish it but its playable

    Play

    controls : use the mouse to aim. <img src="smileys/smiley12.gif" border="0" align="middle">

    known issues :

    • hitting the wall near a bubble when there is not much free "space", the bubble doesn't find where he must go.