funkyos's Forum Posts

  • Noncentz705

    Looks great. I didn't know how easy it is to add a js project to C2. Could anything be done with the three.js library?

  • Hey guys,

    I just released my game Dodge or DIE on Kongregate. The concept is pretty simple, survive as long as you can while different attacks try and kill you :) The game gets more difficult the longer you stay alive.

    Here's the LINK

    I'll be releasing an Android version as well in the near future. Questions/comments are welcome!

    <img src="http://i.imgur.com/VaYLSMF.png" border="0">

  • Pinco

    Love the plugin. But I'm running into a problem when using webfonts. The very first time the layout loads, the webfont works fine. But when the game returns back to the layout with the webfont, an exception occurs.

    Uncaught TypeError: Object [object object] has no method 'updateFont'

    Here's a capx that shows the bug. Clicking anywhere restarts the layout and shows the exception.

    dl.dropboxusercontent.com/u/38658788/AdvancedTextbox.capx

  • AnD4D How's the performance when compared to phonegap and cocoon?

  • Would love this as well, especially for text!

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/38658788/turret.capx

    Steps to reproduce:

    1. Create a turrent, turret attack and enemy

    2. Set turret rate of fire to 5

    3. Send enemy to turret's range

    Observed result:

    When the turret first acquires the target it does NOT fire. It waits 5 seconds and then fires.

    Expected result:

    When the turret first acquires the target it should fire immediately. Then the turret rate of fire should come into effect. Why this matters is because you can have a turret that has a powerful attack that takes 10 seconds to reload. If the turret takes 10 seconds to fire every time a target is acquired then it's quite possible that the enemies are no longer in range and the turret NEVER gets to fire.

    Browsers affected:

    Chrome: yes

    Firefox: untested

    Internet Explorer: untested

    Operating system & service pack:

    Windows 7 SP1

    Construct 2 version:

    R152 Personal Edition

  • shimo great game! It is a bit challenging though. To make the learning curve less steep I would introduce each new game element one level at a time. For example, in level 2, introduce the green block. In level 3 introduce the arrows, etc.

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  • funkyos Instead of having an in app purchase called remove_ads, can't you just check to see if the app is purchased? Wouldn't that simplify it and not require a restore of purchases?

    BluePhaze I'm a little confused. Are you talking about having a paid app? In your original post you mentioned you didn't want to go that route.

    But if you are referring to a paid app, in terms of cocoon, it doesn't have visibility to that purchase.

  • russpuppy Thanks for the Facebook URL. I'm going to implement that as well :)

  • I'm doing this for my game that I'm about to release. The way I implemented it was through a global variable called ads_enabled. I'm also storing this in webstorage. By default it's 1 but when a user purchases the 'remove ads' product then I set this to 0.

    Next I have logic that only displays ads (both banner and interstitial) if the ads_enabled flag is 1. If it's 0 (remove_ads has been purchased) then you don't need to display any ads. I noticed cocoon randomly displays banner ads sometimes even after you've hidden them so I added a little bit of logic to hide banner ads if they get shown when the ads_enabled flag is 0.

    As for interstitial ads, I'm using Chartboost as my network. Every time an ad is shown, there's a 'X' button at the top right corner of the ad to dismiss it so you don't need to mess around with timers.

    But one major problem I'm facing right now is with restoring purchases. The restore events don't seem to be working within C2 or cocoonjs. So if you're user buys remove_ads and then clears the cache or re-installs the game they be shown ads again :( I've posted this on Ludei's forums but no response yet.

  • russpuppy never got the native share functionality but I did get a decent workaround. I'm launching a specific URL from the browser object and Android is smart enough to know which apps can be loaded with the provided URL. So far I have email, sms and twitter.

    Here's a capx that shows how I did it. dl.dropboxusercontent.com/u/38658788/sharing.capx

  • The problem I am still having (as i mentioned in the tutorial) is that restore purchases is also not working for me atm.

    Restore purchases should trigger the "on purchase complete"(according to ludei documentation) but it doesnt seem to do that atm in C2.

    cvp, were you able to figure out how to get restore purchases working? I'm running into the same problem :( I'd like to have an option for a user to remove ads in my game but I need it to be a managed item so that they don't get ads showing again if they need to re-install.

  • My best bet would be to use the physics apply force at angle action to achieve this. You can apply force at a specific angle for each of the bricks that you create to give them that popping feeling.

    You'll need to play around with the force amount, object's density and the world gravity value to get it all looking nice and smooth.

  • Any chance we can see local times in forum posts? Every timestamp is about 6 hours ahead for me :/