Firewires's Forum Posts

  • rexrainbow

    Whenever I try your instbank2 basic.capx, I get this error when I press the spacebar:

  • I appreciate you responding to my questions. You are a big help

  • A0Nasser

    Another Question:

    If I have an image that is 256x256 and I size it in properties to 128x128, when it loads in the game will it take the memory of a 256x256 or 128x128 image?

  • I am looking for ways to make my game faster and was wonder this question.

    Do 10 separate sprites use the same amount of memory as 1 sprite with 10 frames?

  • Is the hotfix included in the latest download form the github repo, or do you still need to install it after installing the official download?

  • Open the index file in notepad. Look for this line in the code:

    <script>
    	// Issue a warning if trying to preview an exported project on disk.
    	(function(){
    		// Check for running exported on file protocol
    		if (window.location.protocol.substr(0, 4) === "file")
    		{
    			alert("Exported games won't work until you upload them. (When running on the file:/// protocol, browsers block many features from working for security reasons.)");
    		}
    	})();
    	</script>[/code:e7eqmyc3]
    
    Delete that and that error message will go away. Now I am not sure if bugs will pop up in the future but it will definitely make the error message go away.
  • I see 2 plugins that might help you in the Completed Plugins section of the forum:

    [Plugin] System date and time

    [PLUGIN] Date to string

    If you need help installing the plugins refer to this:

    Hope this helps you.

  • I think you would have to gather the difference in time between plays. Something like save the current time/date and the next time the user open the app compare the current time to it. Then convert it to seconds and do the calculations on how much their score should have improved in that amount of time. This of course lets the user cheat if they change the time on their device.

  • I want to create a button that gives a random prize when clicked. Some items should be super common to get (like 20% of the time that is what you get. And some items should be super rare (like only 0.1% chance to get the item).

  • It might seem like the world is going to the end when you are experiencing a problem, but it all works out in the end. When I look back at times that I was panicking or being stressed, I realize that I could have accomplished the same results without the stress.

  • May I ask how your fill rates are setup? I have admob setup as the lowest price and highest fill rate and im only getting impressions from admob

  • I'm having trouble getting the leaderboard/achievements to work on android with cocoonjs. I tried the trick where you add the clay.io plugin folder to the zip that is exported through construct2. When I upload it to the cocoon cloud compile service, it does nothing when clicked. Am I missing something? Does it matter if I compile with canvas,webview+, or system webview in cocoon cloud service?

  • Did you set both banner and full ads to 0.35? And did you set the price at mopub or admob/ad networks?

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  • I have tested it out and my app only gets stuck at the ludei logo when I choose "Google Play Games" for Leaderboard Service in the CocoonJS properties. Anyone know why this happens?

    If I choose the "none" option, the app loads fine

  • What am I doing wrong? I can't get achievements or leaderboard to work at all.

    Here is the code for achievement submission:

    When You double click on the submit event I put in the achievement ID from the play store achievement:

    IN cocoonjs configuration, i checked "Google Play Games" under Multiplayer Services and Social Services.

    Then in the Social configuration, I pasted the number that is next to the app name in Google Game Services

    Anyone see anything that I did wrong? Thanks in advance