MikeMS's Forum Posts

  • DrewMelton, byondisoft thanks for the kind words!

    Maybe someone can give me some advices about where and how I can promote my game, maybe some popular sites/forums about mobile games where I can make a post about game? I will be very glad for any advices! Cause my install statistics currently is... really weakly.

  • [quote:225gk2v5]The game started in English. I am playing it in Spain with a UK smartphone.

    By the way I think the "Menu" button on the levels is clear enough, it's just me that I didn´t saw it. As you know, as per convention this button uses to be in the top right/ left corner of the device screen, but to be honest it works perfectly where it is at the moment.

    Congrats again, it's an excellent game, I can´t stop playing it

    Glad you like it! Thank you!

  • Thank you very much Ofris! Your feedback is very important for me!

    [quote:kn7rqy5s]- It would be great to have a Back button from the levels. At the moment if you want to go to the Map from a Level you need to close the game.

    Maybe it is not obvious, but if you click on "Menu" button (at bottom), then you can choose "Fallback and return to map" Menu button looks like not a button?

    [quote:kn7rqy5s]- I find the game a little bit difficult in the first levels. I am now in the 4th or 5ft level I am having some difficulties to win, so perhaps I would add more coins at the beginning to be able to buy more weapons.

    k, thanks for this info, I will think about to make first levels easier!

    [quote:kn7rqy5s]- The Donation section with the fortune wheel is an excellent idea, I hope it monetizes well. Some rewards could be perhaps better (you can´t buy anything interesting with 100 coins).

    oday I think about same thing, and after you comment - definitely I will rise donation rewards!! -)

    [quote:kn7rqy5s]- You mention that there are ads. In my case I didn´t see any ad at the moment.

    orry, looks like my bad english misled you no, I have no in game ads

    [quote:kn7rqy5s]- Did you finally used Intel XDK to export?

    No, I used `Deprecated` CocoonJS

    [quote:kn7rqy5s]- Can you please recommend me any tutorial you used for the in-app purchases?

    I think info in manual for C2 is good enough, also You can search tutorials section for IAP... But in my case, I used CocoonJS plugin for purchases (c2 iap plugin does not work in CocoonJS and also do not have consumables). Its last version is here https://github.com/ludei/Construct-2-plugin with some help info and examples. But I have real pain time when I make consumable purchases restore in situations when i-net connection is disappears but the money was withdrawn...

    [quote:kn7rqy5s]- Are consumable price currencies (dollar, pounds, euros...) updated automatically depending on the conutry?

    Yes, this is CocoonJS.ProductLocalizedPrice function to show local prices. Prices themselves is automaticly converted from your default currency to all other in google developer console, but you can set it manually for almost every country.

    [quote:kn7rqy5s]- Are the "numbers" of the game (rewards, prices...) stored in an Excel file or similar?

    Its stored in WebStorage. But not sure that I understand your question right ))

    And a little question for you - when you first time start the game, language was english?

    sorry my english

  • Thank you! Glad You like it!

  • Play Battleship like never before. Rocket strikes, huge explosions and upgradeable weapons await you in Artillerists. Create and upgrade your own private platoon. Use radars to locate the enemy! Perform massive artillery strikes to take them out! Call in for air support to turn them into dust! The old rules of beloved strategy game are reimagined to bring you the best tactical artillery experience ever.

    * Play for FREE

    * Conquer huge island

    * Explore an engaging story in campaign mode

    * Try out reimagined battleship gameplay

    * Buy and Upgrade your weapons

    * Fight in different terrain and weather conditions

    * Different battlefield sizes

    * Complete loads of missions

    Best played on bigger screens!

    ---

    Forum cut screenshots a little bit at their right side, depending on your screen resolution. But, you can watch them in full size here: https://drive.google.com/open?id=0B_Sew ... nV1OWRQYUE Or by clicking on image.

  • Hi everyone! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    First of all - excuse my english, its bad, but I hope you understand what I wrote <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Finally my project is finished and published on Google Play! Hurray!!!

    Update: And finally it`s released on iOS too!

    iTunes link:

    https://itunes.apple.com/app/id1069293090

    GooglePlay link:

    https://play.google.com/store/apps/deta ... tillerists

    Update 2: Game is finally released on Steam! And troops awaiting your command!

    <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> A lot of work was done in last 1.5 year, in my free time. And some work must be done with advertising app and exporting/releasing it later on iOS.

    Want to thanks Scirra for its great Construct 2 which allow me to make my game almost smoothly (except last things with bad XDK performanse and implementing consumable purchases...). C2 was a real discovery for me in terms of how game making can be easy! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    And also thanks to my friends who helps me with advices, game translation, testing and drawing story characters for game.

    So, watch this short gameplay video <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> (please watch in HD):

    Subscribe to Construct videos now

    Comments are very welcome! Also if someone will play my game, please, leave a comment how game "looks" for you. Maybe it is hard or maybe too easy? Questions about developing is also appreciated <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Screenshot in a post below <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> <img src="{SMILIES_PATH}/icon_arrow.gif" alt=":arrow:" title="Arrow">

  • Hello everyone! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Recently I completed my first game project Artillerists! It was made in my free time and it takes about 1.5 years of development!

    Currently I released it on Androids (Google Play) and soon it will be available also on Apple iOS!

    The game is free, so, I will be very pleased if you check it out and maybe send me some feedback:

    https://play.google.com/store/apps/deta ... tillerists

    And here short gameplay video demonstration (please watch in HD):

    Subscribe to Construct videos now

    And also, some pretty screenshots <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    P.S.: And, can someone in US check which language will be chosen by default at game start? You can send me answer by PM, I will be very thankfull <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> sorry my english <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> P.P.S: Forum cut screenshots a little bit at their right side, but, if you want you can find it here in original

    https://drive.google.com/open?id=0B_Sew ... nV1OWRQYUE

  • Hello all! I choosed to export my project with "deprecated" CocoonJS for its good performance and all goes pretty well, but when I try to implement checking situation with already buyed products, when player uninstalled app with user data and then installed it again - I can not force "is product purchased" condition to work. So, above I will try to describe step by step my actions, sorry my english, I hope you will understand me right! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    1. In apk, signed and uploaded to Google Play to Beta-testing with my account in testers list I bought product (with test purchse Google form). Purchase was sucsessful, and all triggered pretty well.

    2. Uninstalled apk with user data. Installed it again.

    3. Tryed to use condition "is product purchased" to check if product was already purchased, but it returns me that product was not purchsed, but, when I try to buy this product again - nothing happened.

    4. Also I tryed to use "restore products" and it works, but triggered also conditions with "Is purchase comleted" - that I don`t want in situation when product was already bought later.

    5. Turn off Sandbox mode. Uploaded and move my apk to Production in Google Play. Remove my google account from testers list and also removed testers group. But my "is product purchased" is still not working and I can`t understand why? Here is screenshot of action in C2:

    http://i.gyazo.com/f83132f445fa0dbf43d3bd91baa893c0.png

    I using C2 r206 and CocoonJS plugins from here: https://github.com/ludei/Construct-2-plugin

    I will be very greateful if someone will help me with that, on my very last step on looong way with creating my game! Thanks!

    ludei

  • Yes MikeMS , if you don't sign you apps manually(which is what I do and recommend, check this tutorial if you are curious) and you let programs like intelxdk or cocoon sign them auto for you, then you will have to create a new project in the google console.

    Ok, thank you!

  • Keep trying with exporting to Mobile platform... And this time I choosed "deprecated" CocoonJS and ludei Canvas+ and.....

    Wooooow!!! I dont expect so significant boost in performance! Yes, now I need to rebuild my in-app billing system and get premium account from them to get it worked... But, now my game at least playable at very comfortable fps and game loading time is much-much faster!

    Sorry, but with all my thanks to really great C2 and good guys at Intel - I can`t understand why Ashley is recommended to export with Crosswalk using the Intel XDK, while for this time Cocoon is the only option to make game running with playable performance... Just to compare, with my game: with IntelXDK+crosswalk12 I got about 15 fps and just unbelievably long game loading time, And with CocoonJS+Canvas+ I get around 50-60 fps and almost instant loading time. Plus to this, support of Android 2+ and smaller installer file.

    Yes, I understand that is good to have one target "engine" to run on - Chromium, but while it is too slow to work with games - its absolutely not an option. Sorry if it sounds too offencive, but after spending a lot of time and brain cells trying to get project run smoothly on Android+Crosswalk, plus, reading all posts above about lags - it is just like that.

    And a little question:

    I want to upload ludei`s build to appstore after IntelXDK builds, but got this error message:

    ---

    Upload failed

    You uploaded an APK that is signed with a different certificate to your previous APKs. You must use the same certificate. Your existing APKs are signed with the certificate(s) with fingerprint(s):

    [ SHA1: bla-bla-bla ]

    and the certificate(s) used to sign the APK you uploaded have fingerprint(s):

    [ SHA1: bla-bla-bla ]

    How to resolve this? I need to create new project in Google Developer Console to upload signed ludei`s apk? Like volcank did (few posts earlier)?

    Thanks all for patience and reading my bla-bla-bla -)))) but it realy important for me!

  • MikeMS Hi please check my tutorial on exporting from Construct2 and building at XDK. I need to update the tutorial haven't done yet sorry the exporting process is explained according to older versions of Construct2. Only you need to select Export as Cordova in construct2 when exporting. other than that I am sure it will be helpful..

    https://www.scirra.com/tutorials/1353/h ... lkphonegap

    Thanks, but no, this does not help me...

  • Hello!

    Trying to make a workable build with Intel XDK for Android+Crosswalk, but encountered some issues that can`t resolve by myself:

    1. My project has external files (jpg pics) that inside the project and when needed they loads. In testing and even in XDK emulator it works fine, but after compiling apk and starting game on real device this pictures don`t loads... I tryed enabling "file" and "file transfer" plugins but this dos not help.

    2. Game loading is veeery slow in comparison with just Android buid (maded in Intel XDK too, but without Crosswalk) and also I have less fps. But in just Android build I don`t have music and sound atall, so it does not fit.

    Thanks for any help! and sorry my english

    XDK version is 2170, and C2 - 206

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  • Ashley, please! We need consumables in IAP!

  • Thank you Frosty Elk for reply! As my experiments shows - Scaling property sits not in index.html, but somewhere in data.js or c2runtime.js so having 2 different index.html is not enough, I must have 2 version of the game to go to from "landing page". Not very elegant solution but it will works if I will not find anything better!

    P.S.: Hm... I have an idea of having 2 differet index.html:

    1. index.html original exported from C2

    2. And edited index.html where game is inside of iframe with fixed size!

  • Hi! Is there any way to change Fullscreen Scaling mode (Project Property) at start of the game?

    In my case I want to use Letterbox Scale when game is running on mobile devices, and have no scaling (1:1) when game runs at desktop browsers.

    Condition "Is on mobile device" fits perfectly, but then I can`t change this scaling mode. Browser objects has "Request Fullscreen" - but it dont have option to make scale 1:1, works only "on click" and hide browser interface...

    I`m experimenting a lot with Canvas Size property and Layout Scale but not achieved desired results! Please help me find solution.