Liam Twose's Forum Posts

  • In construct 2 you were able to add your own sound files to the media folder to play "by name" OR play files from NW.js user folder but now Construct 3 doesn't appear to allow you to?

    Please could you confirm if this is a bug? or if its being included as otherwise it means I will need to reconsider what I use to rebuild adlengine in as I need to be able to allow custom sound files / image files etc.

    Thanks in advance.

  • Yeah I reckon that's optional, but I believe its still necessary if you want to access things like id, profile picture etc.

  • Here is a basic setup guide: https://www.scirra.com/tutorials/9659/h ... 3-game-app

    Let me know if there is anything missing and I'll do my best to update it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> had a spare 5 minutes that was all and tried to cover some of the more important stuff!

  • Ah ok not sure about why it would run slow on a gaming laptop. Why does it even class that as a mobile device??

    Good point re orientation, will have to consider orientation.. hmm.

    I will look at publishing a getting started tutorial when I get a spare minute.

  • Awesome got it working! Thank you for the suggestion! It now disables water effect on mobile / tablet.

    Probably not the best way as some mobiles would run it but at least it should be more playable on smaller devices now. And will play in full hd mode with effects on pcs / mac.

    I wanted to steer away from menus etc so as not to lose the immersion factor, otherwise I would have made it a toggle option.

    In hindsight I should have done this from the start, but at least I know for next time

  • Thank you, good point re water effect, so I'm currently trying to figure out how to detect the hardware and switch it off, is on mobile device doesn't seem to work, neither does trying an OR statement including all the typical mobile / tablet platforms. hmmm..

    [EDIT] WHOOPS! I was targeting the wrong layer number! WHOOPS! [EDIT]

    Took me ages to realise to be able to test, you create a test app, but the important part is you need to ADD the instant games and basic details to get the test app to appear in your dev list on fb.

    I also noticed it still says 5mb upload max for zips. Mines 13.6mb so I'm guessing at some point they moved the goal posts, but forgot to update the UI!

    13.5k plays now. Crazy cool!

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  • Ah good point, I need to do some more optimisation, will see if I can do some cool screen res changes etc to make it more mobile / tablet friendly.

  • Update: So I decided to hit the Launch Global button and it's upto 6.11k plays in the 6 hours since!

    For Zen Pond I didn't really do anything with the plugin at all. I pretty much just added it as an object. I think they more than likely approved it for its graphical / zen appeal and ease of use more than anything.

    The next game I launch, I will definitely be aiming for it to:

    a) look good

    b) have social functionality, leader board etc

    c) maybe even something with turn-based multiplayer.

    d) support Audience Network

  • So last month I wrote a quick game in 8 days which allows you to fly around a virtual pond breathing life as you fly from lilypad to lilypad. No challenge, just a relaxing game that uses a lot of neat webgl effects to make it look polished.

    Thanks to Ashley and Tom for the Facebook Instant Games plugin it meant I was able to upload the game in two hours and have it approved in only another two!

    Following approval I then soft launched Zen Pond to Australia, Canada and Hong Kong (localised the language to Chinese also)....

    In just 3 hours it's had ~500 unique plays.

    This project is not suited to ad monetisation and so is me actually just testing the water, so to speak, (excuse the pun).

    However, I'm so, so, so tempted to push the big red button again and just launch it global!

    Plan: to localise the app page to all major languages, and then once its ready I'll push it!

    I also submitted another app which they didn't approve, and made suggestions about spinning graphics, adding leader board and more social elements, so it shows they wont just accept anything as it wasn't a generic response either.

    NB: you need an Apple Team ID to be able to submit a game for review! Which will set you back $99 per year as an individual.

  • When testing it, it just stays stuck on 0% loaded screen?

    Exported as a html5 zip, created an app, uploaded the zip, clicked push to testing.

    [EDIT] Ahhhh so for future reference you have to push to production, not push to testing to TEST! Bit daft.

  • Still wondering? Ashley or Tom

  • I've done endless searching and keep stumbling upon posts that haven't actually been answered. Can't find an answer anywhere.

    Is speech recognition working when exporting to NWJS? (I am using the latest version)

    Currently it says 'network error' when you try to connect to user-media.

    Thanks in advance.

  • I can't help without all the information required by a bug report, we need that information to be able to investigate.

    Hi Ashley, thank you is it possible for me to email it? so I can share the capx with you only thanks.

  • Below is the error I get... any ideas? I've removed all redundant plugins / fx etc.

    Thanks in advance..

    ---------------------------------------------------------------------------------------------------------------------------

    Error report information

    ---------------------------------------------------------------------------------------------------------------------------

    Type: unhandled rejection

    Reason: Error: subfile type already exists Error: subfile type already exists at e.ǃ$sP (https://editor.construct.net/r71/main.js:63:398766) at i.ǃQY.then (https://editor.construct.net/r71/main.js:63:399838) at

    Stack: Error: subfile type already exists at e.ǃ$sP (https://editor.construct.net/r71/main.js:63:398766) at i.ǃQY.then (https://editor.construct.net/r71/main.js:63:399838) at

    Construct 3 version: r71

    URL: https://editor.construct.net/

    Date: Fri Dec 08 2017 17:58:21 GMT+0000 (GMT Standard Time)

    Uptime: 9454.7 s

    Platform information

    Browser: Chrome

    Browser version: 62.0.3202.94

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 2

    Approx. device memory: (unavailable)

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/62.0.3202.94 Safari/537.36

    C3 release: r71

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Vendor: Google Inc.

    Renderer: ANGLE (AMD Radeon(TM) R5 Graphics Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • I was super excited to hear that Adliberum Engine (ADLENGINE) my multiplayer text adventure roleplaying engine built in Construct 2 was nominated in the Roleplaying category for 2017's #TIGAawards.

    Wish me luck!

    PLUS you can help me by voting for it to win Game Of The Year also alongside the main awards.

    Click to vote -> http://tiga.org/awards/game-of-the-year

    Thank you =D