mrtumbles's Forum Posts

  • Hey guys!

    I'm working on a dedicated advanced C2 tilemap editor (herein referred to as 'the Editor' or 'Laid').

    FEATURES

    Advanced tools like 9-patch, random fill, layer operations, copy and paste, and a 'smart brush' which automatically tiles areas of any shape - so you can tilemap even faster!

    Designed for Construct 2 tilemaps, able to export in JSON and TMX formats for easy importing into your C2 app.

    Highly transportable data: Projects can be saved in their entirety (including layers, metadata, brushes, etc), or exported as PNGs with transparency; individual layers can be exported and imported as TilesJSONs; brush presets can also be saved separately; metadata can be exported as array JSONs.

    Tile metadata tool allowing the developer to pass information about tiles back to C2 to help easily develop dynamic and interactive levels.

    DEVELOPMENT

    I've been working on the Editor since Tilemaps were first introduced to C2, as a tool for my own development. It's only in the last few weeks I've started consolidating all of the features into a single build after I forked it several times to work on specific projects - and it gathered a name along the way: 'Laid'. Most of the work the last few weeks has gone into user interface, usability features, and so-on. If there are any feature requests leave them here and I'll get back to you ASAP <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    If you want to follow development more closely I've got a Twitter feed where I'll post gifs, murmurings, and occasionally polls - it's here: http://www.twitter.com/chilly_durango

    FORMAT

    It currently comprises of a single application (no plugins required!) which can work entirely independently of Construct 2. The user can create a tilemap in the Editor, and import it into C2 either as a TMX in the layout, or as a TilesJSON in the event sheet. Importing metadata is slightly more complex so I will include example .capx's to demonstrate usage.

    RELEASE

    I'm still not completely satisfied with the stability of a few features. Stability is key, naturally, as this is a tool - there has already been pressure for me to release early and I want to stress this will not happen. I'm sure we all know how frustrating it is to work with a tool you can't rely on.

    I am keen to hear from anyone who wants to be involved in testing, though - please send a PM if you regularly work with tilemaps, have used other tilemapping applications (such as Tiled), and are interested in testing this application before release.

    Edit: I've set up a Tumblr where I'll discuss, explore & explain various features of Laid, you can find it here:

    http://chillydurango.tumblr.com/

    TLDR:

    I made a tilemap editor dedicated to C2 users.

    When? Soon.

    Want to follow development? http://www.twitter.com/chilly_durango

    Want to be a tester? Send me a PM or tweet.

    Feature requests? Reply here.

  • Advanced Key Binding — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/advanced-key-binding-2298

    <h3>PLAYABLE DEMO AVAILABLE BELOW!</h3><div class="deshr"></div><h3>ADVANCED KEY-BINDING</h3><div class="deshr"></div><p>Modern keyboards are arranged in a variety of different ways, and it is very important to ensure your game can be played by as wide an audience as possible. Common bindings like WSAD may be comfortable on many Western keyboard, but many European and South American countries don't have this configuration. These are vibrant emerging markets for developers to exploit, and so it is wise to include a control layout that can be dynamically and easily set by both the user and developer.</p><h3>WHAT'S IN THIS CAPX?</h3><div class="deshr"></div>

    • Dynamic control functions that output in human-readable terms, making it very easy for the developer to move forward with designing their game.
    • In-built error protection to prevent mis-setting of keys.
    • Defaults which can be loaded by the developer or user (experimental - use with caution).
    • Fully commented events, example included in CAPX, and complete 'HELP' documentation to enable you to set up the CAPX with ease.

    <h3>WHO IS THIS CAPX FOR?</h3><div class="deshr"></div>

    • All users should be able to use the CapX to establish their own customisable control scheme.
    • Most users will be able to to customise the included events to make more complex controls.
    • Some users will be able to add even more advanced functionality to their control systems using the existing systems.

    <h3>Looking for my other assets?</h3><div class="deshr"></div>

    Use this topic to leave comments, ask questions and talk about Advanced Key Binding

  • As above works perfectly. Thanks so much Backend, Ciprian on facebook, and everyone else who helped

  • IAP processes now cause game-killing bug with no error reports! Hope your suggestion works - I see you've got your 'restore purchases' triggered by store listing succeeded, maybe that's part of where I'm going wrong.

    Here I am now:

    I honestly think my brain's half-fried. The other half's scrambled.

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  • So far, switching to Cranberry's CordovaIAP plugin and using restore purchases hasn't worked.

    Glad to finally find a place to put my app key though, as that part is entirely missing from the official plugin.

    It shouldn't be this difficult. IAP is the de rigeur for paying for apps.

  • Yeah I just found them on the asset store when I went looking for alternate sources (I don't have paypal so the developer's website's direct channel to the plugins is a no go for me )

    Thanks so much for all your help - I'll report on progress...

  • To check if product has been purchased in the past you need to call "Restore puchases". With "Request store listing" you grab only products data

    Frustrating to learn this, as this isn't how the manual describes its usage:

    "When On store listing success triggers, the product names and prices are available, and purchases can start being made or checked with the Has product condition."

    I've switched to Cordova IAP plugin and everything worked like a charm.

    Can you provide a link to the Cordova IAP plugin? Or do you mean the Cranberrygame IAP plugin?

  • Potential solution - I'd missed 'Getting' the value after checking if it exists. Extra step provided by Ciprian Amarendei on facebook.

    Still waiting for the upload/build/download/upload/process saga to finish - but potentially could be the fix. It's been days puzzling over it now! Will mark solved if solved.

  • set the local.storage (isPro key) value to the variable (isPro).

    Can you explain? That doesn't actually change anything I/O as far as I can tell....

    I'd love to take it on faith but the only way of testing this is a 3-hour round-trip uploading and downloading to Intel/Google

  • I want players to be able to purchase the product 'pro', have a localstorage value 'IsPro' set to '1' and set the global variable 'IsPro' to 1 also. When the layout starts it will check the localstorage value, and check the store at the same time. This way the player will also be able to use Pro features when the store listing is not accessible if they've previously purchased.

    So... why doesn't it work? And I mean none of it - people can purchase, but the localstorage and global variables never set

  • It never hurts to hear the experiences of a player - especially one who's never played before, and especially this late in the game

    I've responded to a few more of your comments as well by the way - adding animations to show what the pickups do

  • Brilliant! Thanks man. He's not a monkey btw, he's a Rocketfella

    Movement speed I have tweaked up and down for ages, and I'm aware it's at the twitchier end - but I want the player to be able to manage those sweet trick shots! I'll reduce it again, see what difference is made.

    Lasers will always hurt you, btw, unless you take out the mad scientist dude, then they switch off

    EDIT: Potential walk animation for Rocketfella:

    I have also dropped movement speed by 25% - the gif reflects this badly! I'll upload to the Arcade later

  • My first game for commercial release, Rocketfella is currently being demo'd on the Scirra Arcade (as well as itch.io - as a prospective location for future desktop sales). The demo has four different enemy types, and three terrain types.

    Besides five game-changing unlockable jetpacks, the full version has seven enemy types and six terrain types so far. Each one is added to the mix every 1,000 height travelled - so to fully complete the full game players will have to reach a height of around 15,000. It will be released next month for Android and desktop.

    The demo has bad music - I'm aware of this, waiting on several artists now producing original chiptunes or remastering/remixing old tunes for a soundtrack - so you can just go ahead and put that on mute in the pause screen...

    I'd love to hear the input from the community here - please BE CRITICAL! Within constructive bounds, I need to hear the worst of it!

    https://www.scirra.com/arcade/action-games/rocketfella-5472

    Due to the way Scirra Arcade works, the itch.io makes a far better 'landing page' for the game right now, as it includes media representing aspects that will be covered in intro animations etc:

    https://chilly-durango.itch.io/rocketfella

  • Being a legend.

    Legend. Saving these for another time, amazing stuff dude!