mkea's Forum Posts

  • LittleStain That must have been the problem, though before I changed the origin point the original collision polygon was ok! Anyway, I moved the lower edge of the polygon up a goodish bit in the first frame of the "run" animation and now it seems to work. Thanks much for the help!

  • When the game starts, I want the sprite to be already running to the right.

    The weird thing is that this was working just fine until I changed the sprite animation's origin points from the center (default) to the bottom center for a smoother scrollto effect. I didn't change anything else, and now the sprite plays the running animation while standing in one place until I hit "jump" once, then it takes off. Any suggestions on how to get it to run right away?

  • darkfree13 good to know. I had to create a new product to buy and set the local key since I'd already test bought the first product, but now it seems like it's working!

  • darkfree13 I just implemented the webstorage idea, so I'll see if that fixes anything. I have the local key set the global variable I already had integrated into my code, so hopefully that's ok and not too roundabout...? Thanks for the suggestion--it's good to hear that it worked for you!

  • I changed my code to match the code by zorida in the thread, "How do I get IAP working properly on Android?" (with a few omissions since I'm only targeting android at the moment.)

    The ads are still visible, the "remove ads" button is still visible, but unclickable now that I purchased the product once (yesterday).

    Is this just the way alpha testing/"fake" iap purchases will work with managed products (ie, not really giving me the product, thus not changing my variable/webstorage), or do I still have something wrong?

  • volkiller730 Thank again for the lead. I ended up getting the full package--lots of good stuff there. The screenshot plugin works great!

  • So, I'd like to have the option to pay .99 and remove ads on my app (android, crosswalk, official IAP plugin).

    I've gotten everything to work, except...when you buy the product (ad_remove) the ads are not removed. It is a managed product, not consumable, so as I understand it you should be able to use "restore purchases" and always remember that you've bought it--is that right?

    My app is connected to Google just fine, I think--my test order goes through, no error messages, so I must have something set up wrong in Construct 2.

    To remove the ads, I have the following code:

    On start of layout:

    ->add product IDs "ad_remove"

    ->request store listing

    ->restore purchases

    then as sub-events:

    System global variable noAds=0 ->preload/show banner, etc--this all works--too well!

    else-> [I left this empty, which I think should mean no ads are loaded or displayed if the variable is 1?]

    and:

    IAP has product "ad_remove" -> set noAds to 1

    My "buy" button looks like this:

    On tap "remove ads" sprite

    sub event IAP is store available ->request store listing [do I need this?]

    ->purchase product "ad_remove"

    Below that:

    IAP on product "ad_remove" purchase success

    ->restore purchases [do I need that there?]

    ->"buy ad" sprite destroy [which doesn't work--it hasn't been destroyed, though it has become unclickable now that I've purchased the product]

    ->system set variable noAds to 1

    ->hide banner ad [which would be showing at the time of the purchase]

    On the actions that potentially trigger an interstitial I have things set up like so:

    Trigger

    sub events:

    System global variable noAds=0 ->trigger ad, ad plus perform action, etc [this all works as it should]

    else-> blank, or just the action with no ads

    I manually changed the noAds variable to 1 to make sure I'd caught all the possible ad triggers, and I had--so somehow the variable and IAP "has product" information is just not getting changed.

    Do I have events out of order? Am I missing something in how to set up in app purchases or call previous purchases? Or is it something that doesn't work in alpha/beta testing but would work once the app is actually published? (Which is a chance I don't want to take unless someone assures me that's the case!)

    I'll continue testing things and trying to work out the problem, but if any more experienced people have suggestions or could point out where I've gone wrong, I'd greatly appreciate it!

  • volkiller730 Thanks for the lead! Are you talking about Phonegap ScreenCapture? Is this plugin available by itself or do I need to buy the whole package of plugins to get it?

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  • I'm exporting my game to Android with intel/crosswalk.

    I'd like the user to be able to save a snapshot of the screen, and ideally have the option of sharing the snapshot on fb, etc--but maybe that should be another question!

    I've looked around for an answer to the mobile snapshot question, and see quite a few others asking the same thing, but I haven't found a clear solution.

    Is it possible to save screenshots on android with NW.js?

    Is canvas2snapshot an option, and how would I go about implementing that?

    Is there some other solution or plugin out there that I just haven't run across yet?

    Thank you for any help!

  • Does this work in mobile games (exported intel/crosswalk for android)?

  • I am also looking for a solution to this. The canvas snapshot will work in the browser, but not when exported through intel/crosswalk for android. Any suggestions? Do I need to enable some permission to allow this, or is there a different plugin or solution?

  • Haha!

    That is exactly what I was trying to do. Thank you!

  • korbaach Ahhh! I'd tried something similar, but was inverting "sprite is onscreen" instead of using "else", which didn't work--now it works! Thank you!

    Related question: if I have two toggle buttons triggering create/destroy for two different sprites, can I keep sprite1 from being created if sprite2 already exists, and vice versa?

    For example:

    sprite1 is created

    sprite2 cannot be created until sprite1 is destroyed

    if sprite2 is then created, sprite1 cannot be re-created until sprite2 is destroyed, etc, etc.

    I haven't quite hit on the right combination to get this working...I can get it to work for one create/destroy round, or for one sprite, but not both sprites for numerous repetitions. Will keep reading and experimenting.

  • I'm doing it for several objects, but each object has its own "toggle" button. Right now what I have is:

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

    onMouseClick on "buttonsprite"

    system add 1 to variable [local static number]

    subevent:

    system variable > 1

    system set variable to 0

    subevent:

    system variable = 0

    objectsprite destroy

    subevent:

    system variable = 1

    system create objectsprite

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

    It seems to be working, though I feel like there out to be a more streamlined solution...?

  • Thank you for the suggestions! I'm not sure how to use modulo yet; I'll have to read up on that more. With your advice and this tutorial () I managed to get things working the way I wanted. Thanks again!