gmgllc's Forum Posts

  • Quit tip for those that might be having trouble with Windows Phone.

    I successfully exported to Windows Phone 8.1, loaded into Visual Studio 2013, built the .xap and deployed to my device.

    The game would load to 98% but then hang. I tried in browser and found that the same thing happened when loaded the HTML5 exported version.

    I found that if I disabled WebGL the game would load. I went through the process for exporting the Visual Studio file and building the xap and it worked.

    Long story short, disable WebGL before exporting the project.

    • Select Project Name

    • Located "Enable WebGL" in the Properties/About

    Not all the features of my game are working, such as posting scores into the db stored on my server, but at least it loads and most of it works.

    Hopefully others find this helpful.

  • After going through what feels like dozens of pages of instructions for exporting to mobile, and getting increasingly frustrated, I am hoping to save others the time I have spent by consolidating the latest and greatest.

    The only one that I have been able to get built successfully is Android. iOS works in Intel XDK Emulate and Test until I add in the certificates, keys, etc then it wont build. Windows exports from C2 fine but then gets corrupted when pulling into Visual Studio.

    My game is pretty basic and the only plugin is for adMob. The goal is to produce an install package for distribution on the platform noted and adMob ads running in specific Layouts within the game, ie end of level and score display.

    HTML5 for hosting on my site exports are default from C2 and monetization will be via adSense. I am hoping to find a Wordpress arcade/games add-on to do this. I dont believe adMob works outside an app but open to suggestions there as well.

    I am running C2 r200 on Windows.

    Here are the platforms and, from what I can tell, the latest and/or most successful build processes for mobile:

    The iOS Web App method is interesting but I think it would be difficult to promote and monetize. You would have to use something like adSense next to, or above/below, the game and it would be visible at all times, detracting from the game. Not the experience I am wanting to provide.

    I am hoping others can confirm their success with the above methods. Otherwise I am sure others would also appreciate information on more tried and true processes people have used to achieve a viable export to each platform.

  • Thanks for the confirmation that I am not the only one having this trouble.

    I have given up on the Facebook login for v1 of my game. Hopefully I can get it figured out for v2.

    I hate giving up but I have spent way more time than I should have on trying to get this working.

    Please keep me posted if you get it figured out. I will do the same for you.

  • Found another test to run through here: https://plus.google.com/102658703990850475314/posts/FHsiUrvZXWT

    Still no dice

  • Ok. I completed another build of the test last night using the tutorial here: https://www.scirra.com/tutorials/1319/how-to-use-phonegap-facebook-plugin-for-android-cranberrys-plugin

    Thought maybe there was a step I was missing. Still nothing happens after I export to android using Cordova then Intel XDK for Crosswalk and Android.

    I keep seeing references to an example capx but I cant find it anywhere. I thought it was supposed to be included in the plugin download.

    Latest test capx is here: http://gruvisoft.com/games/fbtest/fbtest_frame_game.capx

    It is a bit of a mess with all the tests I have done. The latest is on the default loading Layout with the "Log In" and "Log Out" buttons. Those are supposed to use the PhonegapFacebook plugin.

  • I am now trying out the Pode HTML iFrame plugin. I send the frame to a page that I created with the FB login form and the frame works for signing in.

    Any recommendations on passing the user information, such as FirstName, back to the C2 Layout?

    Below is the latest capx using the pode plugin

    C2 file using frame : http://gruvisoft.com/games/shared/fbtest_frame.capx

    Pode HTML Plugin: https://www.scirra.com/forum/plugins-pode-html-pack_t69356

    I am hoping to be able to keep the Facebook user account connection in the game but might have to abandon the idea for v1 if I cant figure it out.

  • Processes that I am using as a guide are:

    Follow FB Dev app creation here: http://shatter-box.com/knowledgebase/facebook-functions-for-cordova-crosswalk-phongegap/

    Intel XDK "Import an existing HTML5 project" section from here: http://shatter-box.com/knowledgebase/how-to-build-with-crosswalk/

    Here is the process that I have been going through:

    1. Follow FB Dev app creation here: http://shatter-box.com/knowledgebase/fa ... phongegap/

    2. Add email into the apps "Settings\Contact Email"

    3. Make app publicly available in "Status & Review" using the toggle button

    4. Add a Platform to add website, required for web testing

    5. Open C2 and create Empty Project

    6. Add "Facebook" object to Layout 1

    7. Add "Button" object to Layout 1

    8. Add "Text" object to Layout 1 as "helloText"

    9. Click the "Facebook" object and update properties with App ID and Secret

    -- a. App ID = Facebook App ID

    -- b. Secret = Facebook App Secret

    10. Update Event sheet 1 as follows

    -- a. Add event - Button - On clicked - Facebook - Log in (request None, None)

    -- b. Add event - Facebook - Is user logged in - helloText - Set text to "hello "&Facebook.FirstName

    11. Web test via Chrome on Windows 8

    -- a. Export project "HTML5 website"

    -- b. Select location, leave defaults and make sure "Minify…" is unchecked, click Next

    -- c. Select "Normal style" and click Export

    -- d. Upload to webserver via Filezilla and test

    12. Web test successful

    13. C2 Android test via installable package from Intel XDK

    -- a. Export project "Cordova"

    -- b. Select location, leave defaults and make sure "Minify…" is unchecked, click Next

    -- c. Supported devices: "Universal"

    -- d. Check "Hide status bar"

    -- e. Export audio files for "Android…", uncheck "iOS…"

    -- f. Leave Minimum defaults and click Export

    -- g. Open Intel XDK and follow the "Import an existing HTML5 project" section from here: http://shatter-box.com/knowledgebase/ho ... crosswalk/

    -- -- i. App ID = Facebook App ID

    -- -- ii. App Name = anything I want

    -- -- iii. Remaining left to defaults

    -- h. In Intel XDK click the Emulate tab

    -- i. Test doesn’t do anything

    -- j. Click the Develop tab and select intel.config.additions.xml

    -- -- i. Instructions here: http://shatter-box.com/knowledgebase/ph ... ion-2-0-x/

    -- k. Test still doesn’t do anything

    -- l. Updating xml file again based on this: http://shatter-box.com/knowledgebase/troubleshooting/

    -- m. Test still doesn’t do anything

    -- n. In Intel XDK click the Test tab

    -- o. Sync, Push, etc file to server

    -- p. On device to into "App Preview" and load build

    -- q. Test button

    -- r. Nothing happens

    -- s. In Intel XDK click the Build tab

    -- t. Create builds for Crosswalk and Android

    -- u. Load builds to device and launch to test

    -- v. Crosswalk ARM test, nothing happens on button click

    -- w. Android test, nothing happens on button click

    14. Cranberry v2.x Android test via installable package from Intel XDK

    -- a. Add the plugin into the C2 folder

    -- b. Add the "Phonegap Facebook" object into Layout 1

    -- c. Click "PhonegapFacebook" object to edit properties

    -- -- i. Facebook App ID = Facebook App ID

    -- -- ii. App NAME = Google Play Package Name from Facebook Dev

    -- d. Update Event sheet 1 as follows

    -- -- i. Add event - Button - On clicked - PhonegapFacebook - Log in (request "email,FirstName")

    -- -- ii. Add event - PhonegapFacebook - Is user logged in - helloText - Set text to "hello "&PhonegapFacebook.FirstName

    -- e. Export project "Cordova"

    -- f. Select location, leave defaults and make sure "Minify…" is unchecked, click Next

    -- g. Supported devices: "Universal"

    -- h. Check "Hide status bar"

    -- i. Export audio files for "Android…", uncheck "iOS…"

    -- j. Leave Minimum defaults and click Export

    -- k. Open Intel XDK and follow the "Import an existing HTML5 project" section from here: http://shatter-box.com/knowledgebase/ho ... crosswalk/

    -- -- i. In the Included Plugins section check the box for "Facebook Connect"

    -- -- -- 1) Facebook App ID = Facebook App ID

    -- -- -- 2) Facebook app name = Google Play Package Name from Facebook Dev

    -- -- ii. App ID = Facebook App ID

    -- -- iii. App Name = anything I want

    -- -- iv. Remaining left to defaults

    -- l. In Intel XDK click the Emulate tab

    -- m. Test seems to work but I get the same result as if I were testing from C2 before uploading to a webserver

    -- n. In Intel XDK click the Test tab

    -- o. Sync, Push, etc file to server

    -- p. On device to into "App Preview" and load build

    -- q. Test button

    -- r. Nothing happens

    -- s. In Intel XDK click the Build tab

    -- t. Create builds for Crosswalk and Android

    -- u. Load builds to device and launch to test

    -- v. Crosswalk ARM test, nothing happens on button click

    -- w. Android test, nothing happens on button click

  • We have a feature in our game that loads text on the screen via a Layout change when X number of enemies are killed.

    The way we set it up is:

    Global number Kills = 0 (at start of Layout)

    Enemy - Health <= 0 - Enemy - Destroy / System - Add 1 to Kills

    System - Kills = ## - System - Go to LayoutXYZ

    LayoutXYZ then displays text and Waits before going to the next Layout.

    Not sure if it is the best way, or if it is even the way you are looking for, but it works for us.

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  • Lets say you have Layout1 with the button you want to copy. Create Layout2.

    Then with Layout2 on the screen select the button from the Object list in your Project and drag over on top of Layout2.

    Is that what you are trying to do?

  • I have been dragging and dropping the button from the Object types.

    When it is selected on the Layout you can also get the position coordinates so you can match them between layouts.

    Assuming you on a PC. Within the Event sheet you can highlight multiple Events and Actions, right-click, copy (keyboard shortcut Ctrl+c). Then go into the Event sheet for the new Layout and right-click, paste (keyboard shortcut Ctrl+v). It took me a little trial and error to figure out exactly how to select a whole row. To select a series of rows click the top row of the series, hold shift on the keyboard, then click the bottom row of the series. Similarly you can click a row, hold Ctrl on the keyboard, then click another row in another area.

    I hope this helps.

    You can also perform this action between projects as long as the Objects or Plugins within the actions/events are included in the target project.

  • Adding some detail as I continue to troubleshoot.

    I have created a clean capx just to test the FB stuff and hopefully to figure out what I am doing wrong. There will be one for the default C2 FB plugin and then one each for the cranberry v2 and PB plugin tests.

    Files available:

    C2 FB capx - http://gruvisoft.com/games/fbtest/fbtest_c2.capx

    Index.html - http://gruvisoft.com/games/fbtest/export%20-%20c2/web/index.html

    C2 FB Android apk - http://gruvisoft.com/games/fbtest/export%20-%20c2/cordova%20-%20android/installers/fbTestC2.android.20150331175728.apk

    C2 FB Crosswalk ARM apk - http://gruvisoft.com/games/fbtest/export%20-%20c2/cordova%20-%20android/installers/fbTestC2.crosswalk.arm.20150331175153.apk

    Cranberry v2.x capx - http://gruvisoft.com/games/fbtest/fbtest_cbry_v2.x.capx

    Cranberry v2.x Android apk - http://gruvisoft.com/games/fbtest/export%20-%20cbry%20-%20v2/cordova%20-%20android/installers/fbTestCbryV2.android.20150331230058.apk

    Cranberry v2.x Crosswalk ARM apk - http://gruvisoft.com/games/fbtest/export%20-%20cbry%20-%20v2/cordova%20-%20android/installers/fbTestCbryV2.crosswalk.arm.20150331225844.apk

    I am also writing a comprehensive, step-by-step, process to further determine what I am missing.

    Some assumptions that I am making are:

    App ID = Facebook App ID

    Secret = Facebook App Secret

    Facebook app name (requested in Intel XDK) = Google Play Package Name from Facebook Dev (ie com.gmgllctest.gruvisoft)

    App NAME (requested in Cranberry v2 plugin) = Google Play Package Name from Facebook Dev (ie com.gmgllctest.gruvisoft)

  • I am having a really difficult time getting the Facebook login feature to work once I import into Intel XDK.

    I know I have seen others saying they have it working so I must be missing something. Hopefully someone will be kind enough to point out what I need to do differently.

    My goal is ultimately to have the player be able to sign in with their FB account and I will personalize the game with their name, scores, etc.

    I have tested with Cranberry's FB 2.x and PB plugins and ended up running into the same issues.

    Here is what I tested:

    • In C2, build titleLayout w/ titleEvents
    • Add a sprite for the button as btnSprite
    • Add the C2 Facebook Object
    • Enter my Facebook Developer App ID and Secret
    • In the titleEvents add Event for Touch on btnSprite with Facebook Log In action Browser in PC, Android and iOS
    • In C2, Export HTML5
    • In Filezilla, upload exported files to server
    • In browser, test live page
    • Login successful Android App Emulate
    • In C2, export Cordova specific to Android
    • In Intel XDK, import Android files exported in C2 to create a new project as a Hybrid app
    • Check the box for Facebook Connect then enter applicable App ID and App Name
    • I have also tested without checking the Facebook Connect with the same results
    • Go to Emulate
    • Click the btnSprite
    • Nothing happens

    I have essentially done the same thing using Intel XDK Test and Build for Android and iOS, various versions and hardware devices. All have resulted in the btnSprite doing nothing.

    The one thing I have been unsure of is the App Name. I assume this is the "Display Name" in the FB Developer account under Settings. I have the main app and the test app. I expect as long as the "Display Name" and the App Id are from the same app it should be fine.

    I also found that I didn't have the toggle for "Do you want to make this app...general public?" under "Status & Review" set to "Yes" so I fixed that. It appears to apply to the whole app including any test apps within it.

    This has been making me nuts.

    I am considering trying to use the HTML_iFrame plugin to pass the FB information and sign in back and forth but am really hoping to get the proper Log In to work.

    Any help would be greatly appreciated.

  • Thanks for the confirmation. I wont worry too much about it until I get the games are built.

    Next step, figuring out why Facebook buttons arent working. :S

  • Turns out that once I built the Android package in Intel XDK and installed the game on a device the ads worked.

    Still messing around with Android versions since 5.x on a phone and v? on a Kindle Fire HD both work well but 4.3 on a Galaxy S3 isnt behaving.

    I also tried with iOS using the Intel XDK emulator, the Intel XDK "App Preview" on an iPhone 6 Plus and iPad, using both the server and WiFi options, and no ads are showing. Considering using iAd instead of AdMob.

    Tempted to resort to using AdSense then doing something with a web browser control to just wrap the game since it works in browser.

    Long story short Android is working on latest OS but iOS not so much.

  • I know it is something simple that I am missing but I just cant seem to get AdMob ads to run.

    Any help would be appreciated.

    Here are the resources that I have used so far:

    Here are the actions that I completed, high level:

      1. In C2 add object AdmobAds
      2. In Admob site, create AdUnits, ie "ca-app-pub-#####/#####", I did notice the "/" in the ID, could that be a problem?
      3. In C2, configure AdmobAds object with applicable id's and settings Overlap = Yes; Test Mode = True or False
      4. In C2, Event sheet create the following action - System/On start of layout/AdmobAds/Show banner ad...(auto-size, recommended)
      5. In C2, click "Run Layout"
      6. In browser (Chrome or IE), there are no ads, view source and I see reference to "admob_common.js" and "admob_plugin.js", clicking these does bring up the source of the js
      7. In C2, export Export Project as HTML5 website and upload to server
      8. In browser, test code on live site and still no ads
      9. In browser, view source and no reference to .js files or admob references

    I also tried using developer mode to simulate iOS and Android with the same result. I also noticed there were no .js files for admob exported.

    I am probably missing something basic and it is making me nuts.

    The tutorial on Shatter-Box seemed to indicate that this should have worked even before exporting Cordova then importing in the Intel XDK.