mikva's Forum Posts

  • Hi, it works fine with phonegap build for me.

    However I can't make session lenght work, that is literally the only thing not working for me. Session lenght is not working on both web app and mobile app. I just get no session lenght data at all. Is it plugin error or some mistake on my side?

    Thanks

    edit: also I just checked that when the game is played offline, you don't get any data even after getting online, sadly.

    edit2: I'm willing to pay for fixing those bugs -

  • You need to use sessions on a webserver to track user data.

    Hi gumshoe, you mean that I have to test already uploaded game not on localhost? Because I do that. I spent some time with gameanalytics and I made almost all imporatant things work, but session length is still empty showing no data. Also I need to test tracking app via phonegap.

    Hi mikva! I used this Flurry Analytics : https://github.com/cranberrygame/cordov ... yanalytics with cocoon.io and it works fine for me, on android and iOS devices. It takes a day or two sometimes for the events to show on my flurry dashboard : http://www.flurry.com/, but It has been working fine on my end! I hope this helps!

    Thanks Draconiz, but I don't really have a knowledge to integrate that into c2. And I need something that will work both with webapp and native app. I found some Flurry plugin on forum but because everyone here is using dropbox, most of those old plugins are gone...

  • Anyone anything?

  • Thanks, I did not realize multiplayer plugin can do something like that.

  • I searched the forums and found

    Flurry plugin - deleted,

    Gameanalytics plugin - without documentation (couldn't make events and time tracking work) and

    Google Analytics - basic tracking like visitors count, number of custom events triggered, average time spent on screen (did not work for me)

    Is there anything else to track mainly time spent, total score, score vs. time, custom goals, user paths, tries to beat level etc.

    I was thinking even about non-game related stuff, as I have ideas to use c2 in marketing but without analytics it is not possible.

    Thanks

  • Any ideas?

  • tldr.: Can construct somehow get server time? Or time from some other source?

    Hello,

    I'm trying to rebuild my tamagotchi-like f2p game and add premium currency, that can boost and speed up procces of upgrading. I'm using similar system as clash of clans, upgrades that lasts for days when you are high level. My problem is, that anyone can manipulate their local time and effectively cheat and skip whole upgrade proess.

    I was searching the forums but without any luck. There is plenty of info and plugins for using local time, but I can't use those if I want to monetize the game.

    Thanks for any info

  • It works! Thank you. I did use name as userID but somehow I thought that "UserID2Rank" works only when properly logged in, I probably made some mistake the first time I tried that.

    Amazing plugin

  • Hi, I would like to know if I can show current Rank for particular player without login (with anonymous login).

    I have a small game with leaderboards using just names, withnout registration. When you beat the game, it asks you for your nickname and save your high score in database. Then the game displays top 3 players and thats it.

    My idea is to display also the player's score, like this.

    1. Mike 8651

    2. Josh 6585

    3. Lucy 1589

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

    72. You 542

    Is it possible with this plugin? If so, how?

    Thanks

  • mikva Ok, I see. I prefer playable menus to be honest so it's good you went that way. I think the trouble is your instruction text is visible from the start so players just think its a static screen and start mashing enter and y. Then like me not even try the cursors. If it only appeared while in the right place it would encourage people to try other things in my opinion.

    Other than that, nice game.

    Thanks and yeah, I agree it is a little bit confusing. I would absolutely create a far better menu, but 72 hours is such a short time.. definitely an experince for some future jams

  • It is not a title screen, you should already be able to control player as I did not want to shorten my time for jam with menus, so I made it this way. I would add a hint there, but I can't edit my game when jam is over :/

    I added a hint to description at least, thanks for pointing that out

  • Hello all !

    I decided to take a break from my longterm project a entered this 3 days long gamejam. The theme was Fun to play, fun to watch! so I made this crazy, silly and hopefully funny game.

    Try it out on this link: http://gamejolt.com/games/platformer/wh ... ell/38920/

    Also if you happen to be gamejolt member and you want to support me during this gamejam, take a moment and vote for my game here: http://jams.gamejolt.io/indiesvspewdiep ... hell/38920

    There is no prize to win, but top 10 rated games will be played by pewdiepie. It would be amazing to see my game being let's played by him.

    Thank you!

  • This is really fun! I like this game.

    One thing: can you indicate which end is the pivot and which is not at the current turn? Instead of fixed colours? I don't know.. I often get them mixed up..

    Thank you for valuable feedback. The colors are in fact important for some puzzles later in game (you will even change them thru the game), that's why they are fixed, wasn't supposed to be "pivot" indication. On the other hand, we have colorblind mode on our todo list, that will include some further indication for circles. This mode will surely be solution to this issue too.

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  • I would just notice that you have to be careful about the pickable objects (like keys //Power ups), I've seen the key in the first try but I feel like I could have miss it! Maybe you should make these things more visible than it is now (well the one in the last lvl has an animation so it was fine), with like a light blinking around it or whatever that can quickly catch the attention of the eye.

    You are absolutely right, power ups were hard to notice, so we reworked them. That one in last level was test to see how it will look.

    also: what's this yellow pickable square in lvl five for exemple? Is it like, an optional objective? It feels weird that it's the only thing that doesnt have sprite yet, ahah!

    Optional objective, exactly. We are just not sure what it will be, what it does and even if it is going to be in game. I don't like things in games without purpose, so if I don't find any good purpose for this one, we just going to delete it.

    Thanks for feedback!

  • Hello! Just posting a brief summary about we is done and what is coming next to Spinlot.

    What is done

    So far, apart from functional game, we have 30 tested and polished levels and 20 levels we are tweaking right now. The original plan was to make 40 normal and 40 hard levels but we are probably going to exceed this number. We came up with much more buffs and mechanics than we hoped for and with just 40 levels the game would feel rushed.

    Simultaneously with level design we are working on sounds and music. The only sfx in the game so far is triggered on move and even that is probably just a placeholder.

    What we are working on

    We are testing some alternatives to basic gameplay at the moment. Some of the mods that might or might not be in the final game are local multiplayer, endless run, speed run or level maker. We will make sure to let you know how things are going and even let you try anything new. There will be also things like achievements, additional skins unlocked by completing special events, collecting all bonuses or having a perfect run.

    We are also testing some boss battles or more likely levels with some special mechanics. These levels should be longer and probably multi phased. We will see how it goes.

    As you can see, there is still so much work to do. It almost seems that we are on beginning, even that we already spend a few months working on Spinlot.

    Thank you all for the feedback and kind words!