KFC's Forum Posts

  • thehen

    I was just wondering if you could pull information from Flurry servers to the client.

    My idea right now is, if the "UserID" variable is the default value (which makes him a new user), I would check my server that stores the ID of the last new added user, and then make the "UserID" that number +1.

    If I could get the highest value of a user ID for my app form Flurry that would eliminate the need for me to track user ID's on a different server.

    OpenUDID could work, on Android and iOS, but for games that don't use CooconJS I can't think of an alternative.

    Is there a way for CocoonJS to get the google/apple account information of the user? The same goes for the microsoft account for windows phone/windows 8.

    That obviously wouldn't help in having an unique ID for web apps though.

  • -- use this to get the system time

    set variable = Browser.ExecJS("var d = new Date(); d.getTime();")

    For the full post check the second post in this thread.

  • I was wondering, is there a way to generate a new unique User ID for new players on start of session, that is not tied with Facebook or any other third party? Something that does not require you to store user ID's on your own server but rather check the flurry server, something in the lines of "Last flurry userID was #88 so the new player gets the id #89"?

    Also there's no way to distinguish weather an event is a timed event with parameters or a regular event with parameters after you added them because they both read Log the event "" with parameters "".

    Maybe for timed events you could make Log the timed event "", like you did with the End timed event.

    It's a nitpick but because of the overall quality of the plugin I thought I might add that here.

    Thanks for the plugin.

    By the way, thehen are you in any way associated with Flurry?

  • The best way would be, if your game already expects the player to be connected to the internet, check with a server to get the time.

    Alternatively you could check the local time on the device, though, user can move their phone clock forward and back as they please.

    Those are the methods I could think of.

  • Just wanted to check, you need to become a premium user to use the CocoonJS extensions right?

  • Fixed.

    Viewport is what I was looking for.

  • I'm using the anchor behavior on some of my GUI elements and when the layout first loads, the elements are drawn at their original position and a tick later, when the anchor gets activated, they jump to their supposed position.

    Is there a workaround for this?

  • I know, but I'm using their x, y for spawning and am too lazy to put in the actually numbers manually, at least until some other features are done. Also I'm thinking about having variations on the grass sprite, that's why I had several frames in the animation in the first place.

  • Ok, apparently adding frames to the animation caused the white lines to appear. Even with sampling set to point I would get the lines, with other settings already being set to the "recommended".

    It renders normally when there's only one frame in the animation.

  • Non-integer letterbox scale gives the same results.

    Just wanted to add that the sprites under the trees are the same size as the other grass, just a different object, and they don't have white lines between each other.

  • moxBorealis

    They're individual sprites, not a tilemap. Also I didn't change any configuration settings between when the exported project looked the same as when previewed and it does now.

  • I don't know if this is related, but I'll post it here before creating a new thread.

    I'm getting white lines between individual sprites of one object on the exported html (and cocoonjs apk) but the game renders normally in preview mode.

    They weren't present on 151.2, but I did add a bunch of things after upgrading to 152.

    <img src="https://dl.dropboxusercontent.com/u/35440583/C2Forums/Const2Export.png" border="0" />

  • mindfaQ No, it is not. There is no license file with the steam release to my knowledge.

  • Quote from the manual:

    "Note exported projects, including the HTML5 export, cannot usually be run from disk. Your project must be uploaded to the web (for HTML5 export) or otherwise published before it will work."

    The best way to run your game without having a web server is using a local server or your public dropbox folder.

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  • It depends on what type of leveling system you need, are you leveling your character as a whole or does each skill have an independent leveling system, are you gaining xp on enemy kill, enemy hit or level complete.

    But what it comes down to is the usage of variables and/or arrays/dictionaries. You need to write, mostly using arrays or dictionaries, the xp number for every way you want to be able to gain xp, 10xp for killing enemy A, 50xp for killing boss B, 30xp for solving puzzle C etc.

    After that you need to, using events, trigger the specific xp gain and add that number to the xp counter, which can also be recorded in an array, dictionary or a variable.

    After the xp counter hits a specific number, your character or skill gains a level.

    EDIT: I should type faster, or use easier examples.