Momio's Forum Posts

  • The graphics are pretty good, and the rope physics are neat.

    But I find it kind of hard, I barely managed to score 3...maybe you could reduce the bear's collision box, and also make the hoops fade out faster after you score on them, I got a game over a lot of times because I went trough a hoop but collided with it when going down...I think the timing is maybe a little bit too strict and could be more lenient...

    (Or maybe I just suck at the game )

    I noticed that there is no way to go back to the main menu once you start playing (you may want to do that in order to check leaderboards, for example)...If you want to make possible to go back to the main screen but dont feel like making a new button, you could use the back button of the device with this plugin that overrides the default "quit game" CocoonJS dialog and gives you more control.

    Nice little game!

  • Here is my racing game, 2 versions:

    English version: Lawnmower Xtravaganza

    Spanish version: Cortacésped Madness

    And its Forum thread

  • Well, this is my first C2 game, and I think its not half bad!

    There are actually 2 versions, one in spanish and another one in english.

    (Both are FREE)

    Its a lawn mower racing game, and while I used the good old car behaviour, I made some tweaks that I think make the driving experience (drifting specially) much more dynamic and fun.

    Features:

    -3 circuits

    -5 difficulty levels (And a practice mode)

    -2 Unlockable extra game modes

    -Rubberband AI on very easy (the rival -kind of- waits for you if he is winning) and very hard (no matter how good you are, the other guy wont never be too far!) difficulties.

    -Layered music: The music gets more intense as you complete laps

    -Google Play leaderboards

    -14 Google play achievements

    Includes pay options to remove ads and unlock every circuit/mode/difficulty (Not necessary! You can unlock everything just playing quite fairly without pointless grinding)

    English version: Lawnmower Xtravaganza

    Spanish version: Cortacésped Madness

    This is my first android game, so there might be some issues (Aparently Google Services integration doesnt always work, and I didnt manage to make the leaderboard button display a list of all the leaderboards instead of the selected circuit/mode only) but Im happy with the result.

    I hope you guys like it!

  • M'kay, hate to bump my own thread, but although im not getting answers here I'll share the advances I made in the case that it can help anyone on my situation...

    What I was doing wrong when submitting scores is just submiting the variable the way it is. Google services needs the score to be an int (at least if the leaderboard is time based, as in my racing game) so you need to use int()

    Also, if you measure time in seconds as I do (just adding dt every tick to the time variable) you have to be careful when submitting the time because google expect milliseconds instead of seconds.

    So, fixed from the screencap on my previous post, the submit action would be sending int(Chronometer.total*1000) instead.

    In any case, when showing a leaderboard, things get unstable, at least on my game. When trying to return to the game from a leaderboard, sometimes it goes well, sometimes the game reboots, and sometimes the game just closes.

    (Im using the latest cocoonJS plugin from github and since it apparently doesnt work well with recent C2 versions I donwgraded to r173)

    Im still stuck at how to show a list of all the leaderboards of the game instead of a specific one....I read on ludei's site that if I just dont specify any leaderboard ID you get the list, but it doesnt work at all for me.

    I read on some tutorial that the google play C2 object only works on browser and not on mobile app...is this true, or it is worth a try? (for the moment im exclusively using cocoon actions)

    Any help would be appreciated!

  • Hi!

    After a lot of trial and error, I have (kind of) implemented google play leaderboards on my game (Im using CocoonJS)

    But for some reason the submit score action doesnt seem to be working....am I doing something wrong?

    Its a racing game: As you can see, I have several leaderboards and I check on wich track the race was and if it was on regular or "mirror" mode and asign the leaderboard code to a variable accordingly.

    The social services and leaderboards are correctly implemented on the game, since it logs on google play perfectly and I can request the leaderboards with no problem....but they are empty, so the submit code im showing you guys here is not working for some reason...any ideas?

    My app is not published yet, its in beta...maybe I cant actually submit records while in beta mode?

    -Second question:

    How can I request a list of all the leaderboards of the game?

    Im not much into mobile gaming, but I saw this before on some games and I think its more convenient, but I have no idea of how to reference to a leadeboard list instead to a specific leaderboard...

    -And finally:

    I thought of always submitting your record time for the current track when finishing a race...If you dont beat your record on the current game, the current record would be submitted instead of the time you just did.

    By doing this I want to cover the case that something went wrong with the submit (not logged on google play or not connected to the internet at the moment) when you actually stablished the record on a previous game...

    Is this a good idea? Or will it lead to duplicate entries on the leaderboard?

  • Thanks for the advice, guys!

    Although at this point im simply "testing the waters" so investing on a bussiness and website and all that stuff seems a little overkill to me just now (Also, im extremely low on funds... )

  • Ok, so...I just got myself a google play developer account, and I intend to release a free game with in-app purchases...so I need a google merchant account (My country is allowed so no problem there)

    Problem is that im asked about "Legal bussiness info" as in a legally stablished bussiness or something, but im just an individual developer....just some random dude with a C2 license.

    Do I need a "real" bussiness or anything like that? Or can I just make up some name on the fly like <insert quirky animal> games (Heh, yeah, like if there was any animal not taken already <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> ) and run with it?

    Im also asked about my website...well, I dont have one either...I read somewhere that since my "bussiness" is going to be selling on the play store I can just put https://play.google.com/store as my website, is that true?

    I dont know, maybe im trying to set up some bussiness oriented merchant account and there is some option for individual developer accounts that im failing to see...I just want to make sure before doing anything to not mess it up.

    Any help? Thanks in advance!

  • No, I didnt, because I'll use the music folder on mobile...In any case, the music im using for this little trick are 3 short loops of like 12 seconds, I guess It would not take that long to load anyways if that was the case.

    I may have to preload the tracks, though...I know preloading (lag) is not an issue on a mobile app but it isnt an issue either in preview....but preloading the music definitely fixes the issue I was having for some weird reason.

    Question:

    It makes sense to put music in the music folder if Im going to preload it anyways? Do I lose the advantages of using the music folder? (Saving RAM)

    As I said, since the files I need for this are not so heavy, I wouldnt mind putting them in "sounds" and have a little longer loading time. But if using "music" I can save RAM I prefer that. Does preloading negate that effect?

  • Ooooh, I actually read the release notes back in the day, but somehow missed that, sorry!

    And thank you!

  • I noticed that when I import wav files, despite sucessful conversion to ogg and m4a, the wav itself is not imported anymore like it used to be, I only get the ogg and m4a versions into my project.

    Im using the same encoding as always, so I guess there is nothing wrong with the wav itself (if something was wrong the ogg/wav conversion would fail anyways, I suppose)

    Is this how its supposed to work now? Or is something wrong? Should I be concerned? Should I delete the already imported wav files from previous import? Do I need them anymore?

    (Im using r175)

  • Pretty good advice!

    I prescinded of playbacktime and made a variable to keep time (just adding dt every tick), with the music on not looping mode. Then with the on audio ended condition I manually loop the music and at the same time set this custom timer to 0.

    Works perfectly if I put the files on the sounds folder, not so good on music for some reason, but still far better than before.

    Using the music folder it apparently fails if I change the track before it loops (wich....since its not even a "real" loop makes no sense, actually ) after the first loop it works consistently. Since in my game its impossible to complete a lap before the music loops, I guess I'll use the music folder...

    Since im targeting mobile (preload wont be an issue there) it will help to save RAM...

    Thank you!

  • My apologies if this is not the appropriate forum...I dont know if this may be a bug (probably not?) and I actually know how to do this, but I cant get it working right...

    Ok, first, what Im trying to do:

    Im making a racing game, and I want that every time you complete a lap, the music changes to another version of the same tune with more instruments.

    Since all the music (small loops) have the same duration, logically I want that when I play a new track it begins at the same point the last one was on to make it seamless.

    To put an example, think of Super Mario World when you get on Yoshi and some bongo-like drums get added to the music (

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    The problem? It kinda works....sometimes. I cant get this to work consistently and the new music usually just starts from the beginning.

    What Im doing is using audio seek on the new track with the playbacktime of the previous one.

    First thing that comes to mind is that since playbacktime accounts for total playback time (it doesnt loop with the sound) maybe the new sound doesnt like that you try go to a time point beyond the duration of the sound file....but this also fails (sometimes!) if you try to go to the next track before the first loop is complete. And even is the sound has already looped, it sometimes works as intended anyways....

    Anyways, I also tried to use the music without looping and loop it manually with the "On ended" audio condition, but it doesnt fix this.

    I made a very simple capx to illustrate it, it has 3 tracks:

    -A 5 to "Go!" countdown (So whe can cleary know at wich point of track we are)

    -Same track as the previous one with some drum beat.

    -Same track as the previous one with another extra drum.

    And 2 buttons to select track. Fiddle around with the buttons for a while and you will see how it sometimes works for a while, then stops working properly, then start to work right again, etc...

    CAPX

    ...yeah, I know, I could just have the extra instruments alone in separate tracks, play everything at the same time, and mute/unmute the "layers" as needed...but since what Im trying to do makes sense to me I want to know why this doesnt work

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  • Add another condition, then System-> "Trigger once while true"

    Anyways, maybe you are using the "Is overlaping another object" condition to check the collision between the ball and the enemy.

    If that is the case, forget what I said about "Trigger once" and use "On collision with another object" instead of "overlaping" and it will only trigger once.

  • Can't reproduce here with an Xbox 360 controller. Are you sure it's not just a sticky button?

    Yep, pretty sure, this happens in Chrome and in Chrome only. Not my game's problem either, the button works fine if I run my game on Firefox...

    Maybe see how it behaves with this test page: http://www.html5rocks.com/en/tutorials/ ... ester.html

    That definitely helped!

    It looks like the current version of Chrome im using (It worked fine before updating it) doesnt like my pad for some reason, the 1 button is stuck but it works fine on Firefox (and every other program/game) using that same test.

    For what is worth, on the test my pad is listed as "Logitech RumblePad 2 USB (Vendor: 046d Product: c218)"

    Bug closed, I guess, this is on Chrome's end.

  • Problem Description

    "Button A" (or button index 0) is always pressed (Doesnt happen with any other button)

    Attach a Capx

    CAPX

    Description of Capx

    Just a sprite with default 8Direcion behaviour.

    Move right is mapped to "Button A" on the pad.

    Steps to Reproduce Bug

    • Just run the capx

    Observed Result

    If the gamepad is detected* the sprite moves (to the right) on his own as if the button is pressed.

    Sometimes (Rarely, I dont know how to trigger this) it detects the gamepad but the bug is not apparent until you press the button, then the sprite begins to move right no matter what even if you let go of the button.

    *I dont know if this is expected/already reported, but I ran into some issues on detecting the gamepad too. It doesnt always work for me. It seems that it always works if I close the browser first (Chrome)

    Expected Result

    Obviously, that it only moves when im actually holding the button.

    Affected Browsers

    • Chrome: (YES) version 36.0.1985.125 m <- I had to reinstall Chrome recently, so it may be because of this version! Didnt have this problem before
    • FireFox: (NO) Works fine
    • Internet Explorer: Gamepad doesnt work at all for me here...

    Operating System and Service Pack

    Windows 7 service pack 1

    Also, Im using an old Logitech Rumblepad 2 usb (I made sure that it works fine in every other program or game, or testing it on the gaming devices properties of windows)

    Construct 2 Version ID

    r175 64-bits