ianp's Forum Posts

  • 8 posts
  • This may be a stupid question!

    How do I find the AndroidManifest xml file to edit it?

    I'm trying to integrate Amazon ads and maybe IAP but the Amazon tutorials all seem to skip over the part of how to get at the manifest file, they show what to add to different parts of the file but not how to open it in the first place.

    I have tried using Eclipse but I'm a bit out of my depth with it, I'm not even sure that it's possible because the manifest file gets compiled into the .apk during the build as far as I can make out.

    Would I be correct in assuming that the manifest has to be edited after exporting it from Construct2 but before the build? If so, How?

    Any help or a nudge in the right direction would be very much appreciated.

  • I'm having trouble understanding this as well.

    Is there an "Idiots Guide" on how to integrate Amazon Mobile ads into games?

    I managed to follow some of the video on Amazon, but then hit a brick wall when it got to the bit about editing the manifest, where do I find the manifest using Eclipse?

    Is it even possible bearing in mind that we are dealing with a packaged HTML5 file and not a native Android application.

    Any help would be much appreciated. Thanks

  • Hi,

    Can anybody shed any light on this email I received from Google Play regarding OpenSSL ? - See copy of email below.

    Specifically :-

    1. I don't think anything in the game requires SSL and I didn't knowingly add anything that would need a secure connection.

    2. If I didn't add it to the game what did and how do I update it?

    3. Is there actually a problem, or is this just Google using a scatter gun approach to remove any potential heart bleed problems from their Google Play store?

    4. Does the problem stem from my own PC?

    5. The game was compiled using the Intel XDK, does this have any known problems?

    Any help would be much appreciated. Thanks

    ***************************************************

    Hello,

    One or more of your apps is running an outdated version of OpenSSL, which has multiple security vulnerabilities. You should update OpenSSL as soon as possible. For more information about the most recent security vulnerability in OpenSSL, please see http://www.openssl.org/news/secadv_20140605.txt.

    Please note, while it's unclear whether these specific issues affect your application, applications with vulnerabilities that expose users to risk of compromise may be considered “dangerous products” and subject to removal from Google Play.

    Regards,

    Google Play Team

    ©2014 Google Inc.

    1600 Amphitheatre Parkway

    Mountain View, CA 94043

    ***************************************************

  • Thanks Newt for your suggestion, but I already have a variable which locks the objects under different conditions and I was looking for a far simpler solution that would prevent click through for all objects on all layouts in the game . . . . . and I think I've found the answer!

    All of the objects were already in a Group so I just added one line that says

    OnTouched Object (the object on top) -> Set Group (the objects underneath) Deactivated.

    I made sure that the collision polygon covered the whole area to mask off and it seems to work!

    Thanks again for your time to consider this problem.

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  • Thank you both for your suggestions, however . . . . . .

    1. From what I can make out "Pick top/bottom" only works on instances and I have lots of seperate objects to disable.

    2. I have the objects on different layers but that method is not quite what I need to accomplish.

    All of the objects still need to be clickable, just not when they are behind some thing else. I suppose what I need is some way of masking off the area when the menu is visible.

    I hope this makes the problem a little clearer.

    Thanks for your input anyway.

  • I have searched for an answer to this but can't find anything similar.

    Basically, if you have a clickable object and it gets covered by another object on top of it how do you stop the bottom object from being clickable?

    Specifically, I am working on a puzzle type game with a slide in menu. The menu covers about a third of the screen but touching or clicking on the menu will still affect what's underneath it! I can disable the clickable parts when the menu slides out but it would be a whole lot easier if anything the menu covered were not available, or to put it another way, make the menu impenetrable.

    Any ideas will be gratefully received, thanks

  • Thanks everybody for your suggestions, all very helpful.

    The clamp method looks like exactly what I was looking for, I'll give it a go later.

    I am intrigued by the "drag the camera" idea though, how do you do that?

  • Hi,

    I cannot find an answer to this problem anywhere.

    Basically I have an image larger than the viewport and I want to be able to pan around the image looking for clues in a

    game. I have enabled drag and drop & touch for use on tablets etc.

    Anyway, the problem is that the image can be dragged completely off screen so I want it to be limited to the edge of

    the window.

    Using Bound to Layout would work if I could set the window to the centre of the layout. The problem here is that it can

    only be dragged right and down and not up and left.

    Using sprites as collision objects outside of the viewing area kind of works if the collision causes the image to

    "drop". But it is then possible to drag again and go over the edge of the screen.

    So is there a way to set absolute limits for drag and drop? or a way to move the window to the centre of the layout

    and use Bound to Layout? Or am I missing something very obvious?

  • 8 posts