FatesjokeStudios's Forum Posts

  • Any chance of seeing this ported over to C3? I'm looking for something exactly like this and am willing to pay for it.

  • Okay, I figured it out for Android. It isn't exactly easy (you have to compile with Android Studio and make some tweaks to how that normally works), but it for sure works.

    *Export as an Android Studio Project.

    *Make sure you have Android Studio installed and running Gradle in the latest version per this Android Developer update.

    *Import your project into Android Studio.

    *Edit the build.gradle file for your project to insert the code below beneath "dependencies" after marking out the "library modules" section. This is done to prevent errors when compiling your apk since you will now have to use Android Studio to align, sign and compile. Then sync project.

    implementation project(':CordovaLib')[/code:2jie87zv]
    
    *Now go to your config.xml file (/res/xml/) and add this line in the appropriate spot to prevent a time-out during emulation for testing. Then sync project. [code:2jie87zv]<preference name="loadUrlTimeoutValue" value="700000" />[/code:2jie87zv]
    
    *Now for the actual app icon- in Android Studio right click the "res" folder in your project (must be in Android view) and go to New --> Image Asset. 
    
    *C3 seems to call the app icon "icon" so you'll want to change the image asset name to "icon" and then simply import a 512x512 png file and save it.
    
    To complete the build in Android Studio you'll have to have a keystore and everything, but if you've gotten to this point you probably already know what to do from here. Just make sure to select V1 [b]&[/b] V2 for the Signature Versions to have an aligned and signed apk that is ready for upload.
    
    I've tested the above and it worked perfectly for me (after hours of playing around with things to get to this point since I've always avoided Android Studio). Hopefully it works for some other folks out there.
  • For anyone looking for a random room generator this is a great resource that is pretty well documented.

    I found it generalized enough to make some custom tweaks that fit a project I was working on perfectly. There are a lot of built in features I didn't use for that project, but I look forward to experimenting with them more in future projects.

    Easily worth the money for the time it saves and an added bonus are the number of things it can do that I didn't even think of.

  • Having a similar problem with Android.

    Compiling my builds using C3 and getting the default Android icon on the Play Store. Which of course means I can't exactly publish them.

    Seems that a compiled app can't be edited by Android Studio (from what I've discovered importing them as a Project) and that leaves me with no way to put the custom icons in the apk for release.

    Anything I am missing? I can build my apps just fine. Compile, align and sign them. I've even got them on the Play Store but without the icon they should have.

    HELP!!

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  • Has anyone come up with a way to do this with C3?

    I know OneSignal was a possible way to accomplish it using C2 (though I never played around with it enough to confirm this). Is that still the best option?

    Thanks.

  • Thanks, rexrainbow!!

  • I am just now getting around to playing with C3 but I've encountered the same problem trying to convert an existing C2 game into a C3 game.

    I am getting this warning in my Google Play Developers Console: You uploaded an APK that does not have BILLING permission, or has a BILLING permission that is limited to specific sdk versions. BILLING permission is required for selling in-app products.

    I used XDK in the past so getting these permissions to work was handled there before. I checked and I have the native IAP and Google Play plugins set-up correctly.

    Am I missing something?

  • rexrainbow - Please also convert your firebase plugins. It's the only stable backend we've got.

    I second this!! I see a couple in the repo but Item Monitor would be appreciated rexrainbow (really appreciate all the ones you have moved to c3!!)!

    Yann, any chance of seeing your JSON plugin ported?

    , any chance of Notifications making the move?

  • Okay, I figured it out.

    Ended up using RexRainbow's Date plug-in and creating an event to save the Unix Timestamp to a GV before saving the game. Then when a saved game loads it records the Unix Timestamp. From there the timestamps are compared, difference is divided and the Turn and Health ratio is used to increase those GVs.

    So far it seems to work perfectly.

    A note to anyone trying this; compare the variables in a place where the saved game will launch (ie; not right after the game loads but on an event sheet that was used when the game was saved).

  • Okay, I've thought I had this figured out before but nothing seems to correctly measure the time away (time where game is not playing versus time game is playing) for an "idle" feature I want to include in a game I am building.

    The idea: I want players to gain Turns and regen Health when the game is not running.

    The best I can come up with: Find a way to record the current time recorded as a global variable before game is saved (using the Unix epoch measure of time in ticks) and subtract that from the current time which is recorded as a global variable (using same measure of time) when a player logs in and loads the saved game. From there it would just be a matter of dividing the remained by the ratio I want to increase Turns and Health by.

    The problem: I can't for the life of me find the correct way to pull the measure of time (Unix epoch measure in ticks) and I am not sure that is the best way to do it.

    I want to avoid adding another plug-in to my game, so I'm hoping for a native way to do this.

    Any thoughts?

  • Okay, it has something to do with the fact that the game gets paused when not focused. Ended up putting in a fix from tgfcoder -- You can use System: On start of layout: Browser: Execute javascript "cr_setSuspended = function() {};" to get around this.

    Hopefully this will help someone else down the road.

  • Confirmed this is happening in Chrome and Opera.

    The game actually freezes, it isn't just the mouse being non-responsive. I was able to duplicate the effect on the third layout of the game, before anything resource intensive is triggered.

  • Okay, this is happening constantly on Kongregate with my game. Just switching tabs will cause the game to be non-responsive and require a tab reload.

    Anyone?

  • Searched but couldn't find this problem being reported, closest I could find related to the game pausing when tab is not active on screen.

    The problem doesn't happen all of the time but sometimes my game will freeze when I have it open in a tab and drag the tab to the taskbar so that it opens free of the rest of my browser. Not 100% the game freezes so much as the mouse becomes nonresponsive and there doesn't seem to be any common theme for when this does or doesn't happen.

    I thought it was just happening to me but it was the first bug report I got when I launched the game on Kongregate-

    https://www.kongregate.com/games/fatesjoke03/american-villainy.

    Any ideas?

  • Sounds good, thanks Tom.