Hayes2D's Forum Posts

  • Correct me if I'm wrong but pre-loading music just doesn't work. Instead what you want to do is "pre-play" any tracks you would like in to play in the previous layout. Give them the tag "loading" for instance and set their volume to -100. Then simply stop them playing when the normal version starts to play.

    I should also note that setting the volume of two tracks doesn't seem to work on iOS. Instead you should change the playback rate to 0 to accomplish the same thing.

    Hope this helps!

  • As a quick guide to sprite and tile sizes your best using binary numbers. 16x16, 32x32, 64x64 etc. You'll find that most pixel art games will use one of those.

    One benefit of this is when you use tiles, just make them/the layout a binary number (512x1024 for instance) and you won't be left with any gaps at the edges.

    As for window size, I just stick it to scale outer and again use some binary numbers. I also advice using equal measurements (128x128 for instance). Think of it more like zooming a camera

    My go-to setup these days, at least for rapid prototyping is:

    • 16x16 grid for sprites and tiles
    • 128x128 for window size
    • 1024x512 for layout size

    Obviously, the bigger you go the more detail you require. That's why I'm a fan of 16x16 for prototyping.

    As a final note, try to NOT scale your pixels. Keep everything to 1 square to 1 pixel where possible.

  • In project settings > Sampling, change it from linear to point. That will prevent any anti aliasing. Hope this helps!

  • rjblueskies and HZGaming it appears we're all having similar problems with the cranberry iap plugin. I've messaged Kwon, the developer of the plugin and he's working on testing the issue.

    Mind me asking what version of construct you are all running? I'm currently on the latest beta release (r224)

  • Anybody successfully using iap's on iOS with this plugin or even a different plugin?

    cranberrygame are you able to confirm if this plugin still works?

  • To update, I've also spotted a couple more issues:

    It all seems to be working itunes server side, as when I attempt to re-purchase the item, it displays that I already have it. This is even true if I consume the product (which might mean that consume product isn't working either).

    I've also attempted to restore the purchases with no further luck. Again, "On restore purchases succeeded" doesn't appear to trigger.

    I'm exporting for cordova and wrapping with the cordova CLI . Is this the correct cordova plugin? https://www.npmjs.com/package/cordova-p ... ayment-iap

    I should also note that this is being done on iOS (iPhone 6 running iOS 9.2).

  • Hi, just working on adding in app purchases to my game using the cranberry cordova-iap plugin.

    I'm able to get it to purchase the product, though I can't seem to get "on purchase product succeeded" to trigger. Has anybody else found this issue? If so, have you been able to fix it?

    I should also note that this issue is on iOS.

    Any help or suggestions would be fantastic!

    Cheers

  • Sjryan It should be on the intel XDK side, though I only export with the cordova CLI so I don't know the specifics.

  • janlindso This is only speculation, but it does appear that come September (new iOS and safari releases) safari will support webRTC.

    Check out this article for more information: https://thenewdialtone.com/webrtc-in-safari/

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  • mars1985 I'm a while off submitting still but it looks like your best option is to turn iCloud backup off. You can store as much information locally as you like.

    I can't remember how to do it exactly, though I believe it's a preference in the config file, a quick google should point you in the right direction.

    6mb does appear a little large for just a couple of strings so there might be a bug there. Either way, turning off iCloud backup/storage will do the trick.

    Best of luck releasing your game! You'll have to pm me when it's live.

  • Thanks R0J0hound it looks like ray-casting is the key. A Quick google came up with this tutorial by sqiddster which I think will do the trick: https://www.scirra.com/tutorials/902/li ... raycasting

    Granted, I can't make by mind up how performance will be operating with multiple enemies using 2-4 (4 to create a closed gap) of these. It will be fun to play with either way!

  • horoblast No worries, it's not a pressing issue. It's just out of curiosity =]

  • horoblast You might want to try the capx. I believe you have the wrong end of the stick.

    I've made a visual representation of the line of site behavior and I'm looking to improve it.

    In essence, I'm attempting to re-create this: https://twitter.com/JoeGribbs/status/701924446429437952

  • Hey follow tinkerers!

    I've been working on a visual representation for the line of site mechanic. My take is to create two lines at the same angle as the LOS angle and change the size if the line is/isn't colliding a wall.

    Here is the .capx where I have built this: https://www.dropbox.com/s/hlulm66qypu3j ... .capx?dl=0

    What I'd love to know is if anybody has any ideas for tightening up this system or even a different way of doing it.

    This isn't for any planned projects, its just a bit of fun!

    Cheers,

    Rob

  • mars1985 I've not actually noticed any issues with sound and chartboost vids, even when we had all that drama before the ad sounded fine. The only thing I think I'm doing different is using the CLI + cordova instead of the intel XDK.