labithiotis's Forum Posts

  • And to add to that if it remembered for each export type :

    Cocoonjs - Path/cocoonjs/

    Html5 - Path/html5/

    Chrome - Path/Chrome/

  • While we're waiting for this documentation, is it something I haven't configured on the cocoonJS side after getting the compiled project from you? I.e. Xcode build settings.

  • Well, this is their first response :

    "As far as we know, Construct doesn't have any integration with CocoonJS's IAP system.

    Right now we think you'd have to program that integration as a JS extension to Construct."

  • Oh sorry, the first section is under a "On Start of Layout" (was tiered while writing the first post).

    As for the function call I have that attached to several On object touch events, I know for certain that the Premium Function is being called.

    I'll try sifting through ludei's forums and failing that I'll contact them directly then.

  • <font size="3">EDIT:

    <font color="orange">IT'S ALIVE!</font>... Below is the list of things you'll need to do to get IAP working on iOS CocoonJS (I only assume this works for Android too). Will wrap this all up into a nicer tutorial when I have some spare time. But for the moment for anyone else tring to get IAP use this checklist as a starting point</font>

    1. Construct 2 r123.2 or later (this has the crucial update to enable the CocoonJS's IAP Store) <img src="smileys/smiley20.gif" border="0" align="middle">
    2. Apple Developer Account <img src="smileys/smiley20.gif" border="0" align="middle">
    3. App ID set-up with Bundle ID: com.appname <img src="smileys/smiley20.gif" border="0" align="middle">
    4. App ID IAP Configured and Enabled <img src="smileys/smiley20.gif" border="0" align="middle">
    5. App Provision set-up with App ID & Device UDID <img src="smileys/smiley20.gif" border="0" align="middle">
    6. IAP set-up with App ID with Product ID: com.appname.premium (for c2) <img src="smileys/smiley20.gif" border="0" align="middle">
    7. IAP added to App <img src="smileys/smiley20.gif" border="0" align="middle">
    8. Test Account created for IAP testing (needs to be a unique ID and valid email) <img src="smileys/smiley20.gif" border="0" align="middle">
    9. My current App status is "Prepare for Upload" <img src="smileys/smiley20.gif" border="0" align="middle">
    10. Xcode set-up with devices as developer <img src="smileys/smiley20.gif" border="0" align="middle">
    11. Device is signed out of App Store <img src="smileys/smiley20.gif" border="0" align="middle">
    12. Premium CocoonJS Account - Either fill form or send email asking for it. It's free atm and does take a couple of days <img src="smileys/smiley20.gif" border="0" align="middle">
    13. Once you have Premium Account, enable Store in Extension on cloud compiler <img src="smileys/smiley20.gif" border="0" align="middle">
    14. In In-App Purchases (once you've enable store above) in configuration put you IOS Share Secret Key and Tick Sandbox mode for TESTING.<img src="smileys/smiley20.gif" border="0" align="middle">
    15. Add your Product to the Available Products (same ID as the ones set-up on Apple/Google i.e. com.appname.premium), these are for testing. <img src="smileys/smiley20.gif" border="0" align="middle">
    16. CocoonJS cloud compiler set-up to build xCode projects (All iOs assets and Bundle ID same as App ID) <img src="smileys/smiley20.gif" border="0" align="middle">
    17. xcode and Mac set-up with provision profiles and certificates allowing CocoonJS build to compile and run to device (sandbox mode) <img src="smileys/smiley20.gif" border="0" align="middle">
    18. Have the following Construct 2 events:     var Global text IAP1 = "YOUR IAP ID i.e. com.appname.premium"     On Start of layout       CocoonJSAds Is In CocoonJS         ConcoonJSAds Is Store available           ConcoonJSAds Is product IAP1 purchased | Set Premium to 1     Touch | On touched "MY BUTTON" | Call "Premium" //Can attach this action to as many call to action objects     Function on "Premium"       CocoonJSAds Is In CocoonJS         ConcoonJSAds Is Store available           ConcoonJSAds Is product IAP1 purchased | Set Premium to 1 & ConcoonJSAds Restore Purchases           else | CocoonJSAds | Purchase product IAP1 with preview     CocoonJSAds On IAP1 purchase complete | Set Premium to 1     CocoonJSAds On IAP1 purchase failed   | ChromeConsole | "Failed" //Could put a popup to tell user the IAP failed

    Still trying to work out Restoring Purchases as this doesn't seem to work (call it on load to update assets).

    I'm also having troubles removing/resetting the IAP. Tried to remove the purchase from the Purchased Transaction on CocoonJS cloud settings but the system still think's the IAP is purchased (also tried rebuilding after removing transaction). Might have to make another test account.

  • You can set the hotspot to 'Center' in the Object Type Properties window

  • Why don't you convert the number to string and use mid(Text, Index, Length) to pull the current value.

    Example:

    Number = 657

    mid(str(Number), 0, 1) would give you 6

    mid(str(Number), 1, 1) would give you 5

    mid(str(Number), 2, 1) would give you 7

  • Here's my WIP game for the comp (no graphics yet)

    MeteoDice

    Stop the Meteors before the hit the bottom, use Wheel Mouse to zoom in/out and zooming in slows down time.

  • Quick question : is it better to pause or mute music in terms of performance (especially mobile)?

    I would think pause would be the best but not 100% sure.

    Also can I use this opportunity to request fade in/out of music. I currently use a custom function but would be nice to get that as a built-in expression.

  • You only really need to use the cloud compile for final ( or IAP test) builds. I just use the cocoonJS export option and upload the zip to my server (or dropbox) and use the CocoonJS launcher to preview it on device. I think the process is actually quiet slick.

    I am currently trying to muddle through IAP in xcode using cocoonjs and c2, that's the realy nightmare. The provisioning, and deployment of a .ipa has been fairly easily (expect for i have two APP ID's which can't be deleted).

  • Maybe someone clever than me can make this better but I was thinking you could use the polygon plugin to draw the water and then animate the vertexes. I did look at using curved vertexes but couldn't see how or if possible.

    Sure you could make this smooth with better use of lerp, functions, delays etc..

    Demo

    Capx

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  • Can you do curves, been playing with it and looked at your videos but i can't figure out if you can add curved vertexes? Or make vertex curved (bezier)

  • Downloaded game from other thread and after first level (collecting flag) I couldn't complete level 2 (was no flag).

  • The way I did it was to wrap all my trigger/mouse/touch events under a condition Menu = 0 (false). So they're not trigger when menu is active also put all my elements in a family and set timescale to 0.

    PS love your game's paths and wall creation, very interested in how you did that :) Good Job.

  • <font size="5"><font color=#f28209>+8 for Scirra!</font></font>