dparrot's Forum Posts

  • Hi guys,

    I'm playing around with multiplayer plugin. I faced a problem when trying to simulate latency.

    From tutorials I understood that it should be activated for the host side only, so I did it and kept default values.

    This is the screenshot of myGhostShooterMulti.capx example (one of multiplayer examples that come with Construct 2) to illustrate where I have placed that simulate latency call:

    However, in developer console (on peer's side) I see a bunch of errors like this:

    c2mp-peer.js:777 Error handling binary update for peer 'UKYF': RangeError: Offset is outside the bounds of the DataView

    What does it mean? Should I place 'simulate latency' call somewhere else?

  • Exactly the same here. My last payment was for July 2018, and since then - nothing! Dozens of emails didn't help. They do response, however - it's always the problem with the payment system, understaffed financial department etc. But, my money never came.

    Stay away from them!

  • Famobi accepts C2 games, although they have relatively high standards and long testing pipeline. I have 4 games published with them.

  • Walking Hillary — Now for sale in the Scirra Store!

    https://www.scirra.com/store/games-with-source/walking-hillary-3895

    <p>Help Ms.Hillary to walk as long as possible!</p><p>Tap at the right pace in order to make Hillary walk. One wrong click and - you're down!</p><p>Easy customizable, fun game, made with only 37 events. A kind of tribute to The Walking Pet by Ketchapp. Ridiculously simple to reskin.</p><p>You'll need this 3rd party plugin: SpriteFont+</p>

    Use this topic to leave comments, ask questions and talk about Walking Hillary

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  • Cheesy Wars — Now for sale in the Scirra Store!

    https://www.scirra.com/store/licenseable-games/cheesy-wars-3894

    <p>The ultimate cheese defending game! Defend your precious cheese from the invaders from the space. Eliminate nasty creatures by tapping on them, placing bombs and drawing lines around them. The point is - defend your cheese at all costs. Collect diamonds and upgrade weapons since enemies get stronger with each new level.</p>

    Use this topic to leave comments, ask questions and talk about Cheesy Wars

  • On the other hand, I can't make GameDistribution plugin working even with Construct 2, even though I followed their instructions step-by-step.

    When testing locally, from C2, I can see (in the console), messages about API getting initialized successfully, even the message about banner shown (no banner actually seen, but that's normal for most apis). However, when I upload the game to their system, I can't see api initialized and in their control panel there is a warning that api is not implemented at all.

    I'd be grateful if anyone pointed me to an example capx of the successful implementation of Gamedistribution api for C2. GD is not answering to my messages.

  • It seems that I have the same problem... AppoDeal fails in IntelXDK in both Cordova CLI versions (4.1.2 and 5.1.1), even when I use the example project taken from AppoDeal's website. I tried to use different appoDeal plugin (github.com/Tamplier/Appodeal-PhoneGap-plugin), but no luck.

  • I have noticed that sprites in my game, that have ReplaceColour effect applied, do not show properly on iOS 9 devices. Namely, the transparent background becomes black. This applies only to objects with aforementioned effect. Images are imported as png32, and after the export they are still png32 and look fine when opened on any non-iOS9 device.

    Example (take a look at the avatar's face):

    I tried to add 'almost transparent' background to those sprites (with opacity of 2%) and black areas on iOS9 were really reduced, but sprites still get black border lines (but not everywhere!)

    Example 2 (avatar now has few black lines around):

    Did anyone experience the same? Can that be connected with project export properties? In my case, properties are set mostly to low-quality rendering and scaling, no High DPI display etc. Unfortunately, I do not have any iOS9 device around to test, so I have to ask here

  • I use pre-roll ads from 'Ad4game' by putting their code into the index.html file (before the ending 'body' tag). I guess that much of prerolls of other networks work that way. So, in this case - no need to to anything specific within the C2 project, you just put the code in the index after you compile the game.

    However, in some cases I use iframe plugin (HTML_iFrame_Pode) to show some static ads during the game. In that case, you place a plugin instance on the desired layout and set the url of the ad that you want to iframe. Then, I add some custom 'close' button to allow players to close the ad.

  • Penalty Shooters — Now for sale in the Scirra Store!

    https://www.scirra.com/store/licenseable-games/penalty-shooters-1745

    <p>The stadium is full, and you can feel the pressure of the crowd while you concentrate. Is it going to be a goal or not? Are you calm and skillful enough to kick your team all the way to the finals? Check out this great, spiced with humor, football game. </p><p>How to play? Easy! To shoot, touch and hold the the screen on your device to aim. Release to make a kick. To save - press and hold (your goalie will start moving towards the pointer) and release when you're ready to dive.</p><p>Tip 1: Don't shoot always in the same direction - opponent's goalkeeper is smart enough to read it! Just like in real penalty shootouts- stay cool and kick like a real soccer pro!</p><p>Product features:</p>

    • Free football fun
    • 256 fantasy soccer teams divided into 8 competitions
    • Humorous team names and newspaper headlines
    • Easy game play - small kids can do it!

    Use this topic to leave comments, ask questions and talk about Penalty Shooters

  • Sorry for revamping the old thread, but just wanted to confirm that this happens to me, too. I used effects 'Replace color' and 'Set color'. This resulted in strangely distorted sprites when placed on the layout - not only sprite font, but 'ordinary' sprites, too. I'm not sure, but there's a good chance that the bug appears only when you place a new sprite on the same layer with sprites that use aforementioned effects.

    The 'remedy' was to disable 'Preview effects' in the project properties.

  • Hm...

    I used IntelXDK 2323 updated few days ago - before that, I haven't been using it for a while. When I compiled project with embedded CW14, I was still prompted (on my Android device) to install Crosswalk runtime as if I picked 'shared' option. That's why I assumed that embedded CW14 is still not available.

    However, today I gave it another shot, and I didn't get the message that I needed to install Crosswalk runtime. Weird, but this is probably my mistake. Maybe I didn't restart the IntelXDK after the update.

  • Any news about embedded CW14?

  • Thanks, ArcadEd. That's exactly what Mario answered me. I've implemented the fix, the issue is gone now, and I'm waiting for another round of QA.

  • Ok, I have a totally strange issue...

    My game failed Spilgames' QA (few times already!) since sometimes 'more games' button doesn't work and/or logo doesn't appear etc.

    What I have found out is that SpilgamesAPI sometimes loads, sometimes - not. When it loads, I get everything working fine - logo, more games link, ads in the pause... Test tool shows green. But, in some 30% of cases, API fails to load. This is the case even when I make a dummy project, where ony SpilAPI is included, and one event checking if SpilAPI is loaded.

    I have used the latest SpilgamesAPI addon - pix_spilgames1.3beta.c2addon

    Did anyone stumble upon similar problem? I guess that the issue might be in the index.html file, specifically in the part where spil.js is invoked.