FredQ's Forum Posts

  • The problem isn't within c2 though. I have it all working great, exactly as I need when the text file is hosted on Dropbox. So my events aren't the issue.

    It's only when I change the url to point to the same text file but hosted on my own web hosting that it doesn't retrieve the file. Which is what has lead me to ask, is there a specific setting required at the host side? Do I need to enable access somewhere server side?

  • I have a txt file hosted on Dropbox that I access using the AJAX plugin to display text within my game and everything is working great, exactly as planned.

    However, I decided to move the text file to a different host, NearlyFreeSpeech, and it is now located at http://nsgames.nfshost.com/testalert.txt (as an example). It is now suddenly inaccessible from this url using AJAX plugin. The file can be loaded when pasted into a browser but isn't being read by the AJAX plugin.

    Is there any reason for this? If the file is available online and everything is setup exactly the same as before when it was hosted on Dropbox is there any reason this should fail? Is there some kind of setting, server side, that needs tweaking?

  • Try cranberrygame's plugin

    ShareApp

    : share app via SNS (facebook, twitter, google+, whatsapp, line, SMS, email)

    [HTML5 website] [android, blackberry10, ios, windows8, wp8] [crosswalk] [phonegap cli] [ejecta]

    Share app via facebook: (only link is automatically pasted on android)

    only included in full package

    https://www.scirra.com/forum/plugin-cordova-related-c2-plugins-crosswalk_t109586

  • Can someone please confirm if the issue of webstorage being wiped in the new crosswalk has been resolved before I update my app?

  • briggybros or anyone else?! I'm still having difficulty implementing the second part of your response. Are you able to break it down for me a little more. I'd really appreciate the help.

  • briggybros thanks so much for your help! I really appreciate it. I understand the concept of what you're saying above but I'm not 100% sure how to implement it correctly, I've tried. I got ajax alert implemented no problem but am struggling with your latest reply.

    Are you please able to throw a couple events together in a capx for me demonstrating how it would work please, like you did for the first example? That'd be a huge help! Thanks again.

  • briggybros one more question...

    I know I could use webstorage/global variable to ensure an alert message is only shown to a player once but is it possible to go one further and have the app also check if previous the text file is edited to then display latest alert. Is it possible to check for any changes?

    So in other words I don't want the same old alert to load every time a user opens the app, but I do want it to display the popup if the text file changes so I can be sure the user sees the latest alert.

    I hope I've described that properly.

  • Why not have the shop as a Global Layer? So you never lose any of the data because you never leave the layout. Just show/hide the layer with the Shop on it and set the game layer objects time scale to 0. So it's like pausing the game and therefore leaving the objects position and values intact.

  • Thanks! That's exactly what I need!... Merry Christmas

  • Thanks for the feedback flatness! It's a good suggestion. I'm just working on a few new level layouts for an update to the game but will then reassess some of the artwork and see what I can come up with.

  • This is the tutorial I used and is the method I continue to use to ensure every device is covered. It's not failed me yet. There may be better methods out there, I'm just sharing the one I use.

    https://www.scirra.com/tutorials/1126/multiple-screen-sizing-for-all-mobile-devices

    It's pretty easy to follow, just make sure you read it all properly and don't just skim over it looking for what you think you need.

  • I'm not sure if the title is worded clearly. I'll try to explain.

    I want to be able to trigger alerts within my app by reading a file hosted on a server. So, I obviously have no idea how this would be implemented but I'm hoping it'd work like this...

    Let's say I want to inform people playing my game of a new app I am releasing, or tell them that there is an update available. To do this I will first compile my game with a hidden layer with a text box on there. Then from my computer I can type up the text I want to be displayed into a text file or wherever it needs to be and upload it to my server. Then everytime the app loads it checks to see if this txt file or whatever it may be is present and if so it then displays this hidden layer and sets a text box to the contents I uploaded from my computer.

    I'd like to think it would be as simple as the below, although I'm sure it won't be lol

    Condition:

    On start of layout

    Action:

    Check is file "alert.txt" at "http://www.whatever.com" present

    Condition:

    File "alert.txt" is available

    Action:

    Set layer "alert" to visible

    Set Text to contents of "alert.txt"

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  • cranberrygame I know you have a lot to do so there is no rush here, I just want to request a plugin.

    I find the current gamepad plugin offered by Construct 2 to be really unreliable within my game. It's not reliably compatible for me.

    Could you please add Moga Gamepad Plugin to your to-do list? I think Moga Gamepad support within a game is actually quite a strong selling point for an app to have.

    Here is the info I believe you may need to make things easier for you:

    https://github.com/triceam/PGMoga

    &

    http://www.mogaanywhere.com/developers/

    Thanks as always for your great work so far.

  • Hi, try using the video plugin instead.

    See my attached example. To test it type in the url to any mp3 you want, hit play and it should play it. I would imagine if you point the plugin to the right location you will be able to stream user uploaded media.

  • > Hi cranberrygame, 2 questions:

    >

    > 1) In the documentation for your performance plugin it says about the difference in filesizes:

    >

    > projectname.android.20141130052210_CrosswalkAndroid_WebViewPlus.apk: 9.57M

    > projectname.android.20141130054216_CrosswalkAndroid.apk: 7.24M

    > projectname.crosswalk.arm.20141130033751_CrosswalkForAndroid.apk: 23.48M

    >

    > But when I build my project in IntelXDK I am only given the usual crosswalk.arm and crosswalk.x86 apks. What am I doing wrong?

    >

    > 2) I like how C2 now exports the files so that IntelXDK is able to load the third party plugins on import, however, the admob plugin isn't loaded automatically, I have to manually add it. Is this supposed to be how it works? All plugins are imported automatically but never the AdMob one.

    >

    WebViewPlus is for standard Android build ( phonegap ). Not for crosswalk.

    I thought that was the case but when I build my project using the standard Android build the performance was terrible, even on a very basic game so I thought I must have got it wrong.

    Has anybody actually noticed a difference with it?