Parkaboy's Forum Posts

  • 13 posts
  • I've sold a game made on construct 2, and on publishing, a minor bug was detected. However, after leaving Construct 2 alone for a couple of months, I found out that something on one of the last updates wrecked it for me. I can fix the bug, but I can't export my game anymore.

    So I'd like to revert Construct 2 to the version I was last using, but the problem is: I have the Steam version of the software, and I don't know how to do it. I've tried searching on the forum, and on Steam support, but found nothing. Can anyone please help me?

  • Trying this addon again, am I right in saying that the ads never show in preview mode? Or do I need to do something to make the ads show? I've dragged a bar (480 x 150) onto my title screen and I get a big black bar where the ads should show. It seems right, just no ad showing. Do I need to do something else or is it just because I'm previewing on C2?

    In preview mode there's only a black bar with a warning saying ads don't appear in preview mode. In my experience, to see the ads the best way to do is to export a html page and upload it to dropbox, then open it on a browser that has no adblock on.

  • It can take a few hours for ads to start being sent to the game the first time. Also, make sure you have disabled the default test ad and mopub default ads in the mopub dashboard so that only the admob ad is enabled (marked green in the dashboard).

    Thanks for your answer! I have been testing for a few days, so I doubt that is the problem. I'll try disabling the test and default ads on MoPub, but even with those on shouldn't something appear?

  • Hi, I'm having a problem and I'm hoping someone here could help. I've tried to integrate AdMob ads to my Android game, and followed all the instructions on the tutorial to the letter. I'm trying to show a banner ad. It shows up fine during testing on the CocoonJS launcher - which I assume it's a test ad, and not really getting the ads trough my admob and mopub accounts.

    After compiling and installing it on a mobile device, however, no banner appears. No ad show up at all. What am I doing wrong?

  • Same here. Sorry if it's a dumb question, but where do I put that code?

    I'm trying to get the ads working, and I followed every instruction both on the tutorial on Scirra.com and the Ludei Support "Ads" page. There's nothing wrong, but the ads simply don't show on the compiled app (the test ads show just fine on the .zip file tested on the Cocoonjs launcher).

  • Hi, I'm having trouble with implementing clay.io on cocoonJS, and was hoping someone could help me.

    I'm using it for achievements, leaderboard and analytics. I have two buttons to show the achievements and leaderboard on the title screen. Everything works like a charm on the web version.

    But when exporting and compiling an apk on CocoonJS:

    • If I add the clay.io plugin files to the .zip exported, it works on the apk, but only rarely. Most of the time, the clay.io plugin isn't loading and leaderboard/achievements won't show. If I keep closing the game and starting again, I might get it to work once in every 4 or 5 tries.
    • If I add the plugin files AND edit the index.html with lines referencing the clay.io scripts, it actually gets worse. The plugin never loads on the apk, and the game layout crashes (possibly due to some issue with a clay.io analytic event on the start of the layout).

    Does someone know how to make it work. The solutions I've tried are old and may be out of date.

  • I ended up using an invisible sprite spawned with the particles to solve the issue. It seemed like a small price to pay for the performance improvement.

  • I don't think C2 has ever detected collisions between objects and particles. Is it possible that previously C2 triggered the event by detecting an overlap of your bullet and the particle emitter (C2 will allow a check of an object overlapping a particle in events, but you cannot check for a collisions/overlap of a particle with something else)? Someone else came on the forum a few weeks ago with a similar question IIRC. The processing overhead would be too great with any reasonable number of particles to check...

    Yes, I don't think the "on collision" condition ever worked with particles, but the "is overlapping" did worked. The number of particles on my game was small, so it actually worked pretty well. Yet now it no longer works. It's annoying, because my game was nearly ready and suddenly I'll have to go and look over a large portion of the events.

  • Hello!

    I'm having an issue which I believe has something to do with the new stable release. I've been working on a game for a few months, and hadn't touched it since december. This week I started working on it again and suddenly realized something no longer worked - and it not only stopped working on the latest version of my file, but also on all previous versions.

    Basically I had enemies with the bullet behaviour, and the player had a weapon that created a "pool of acid" to slow down the enemies. This weapon spawned a bulled that, on collision with the enemies, spawned a particle.

    Before I used a condition to check if the enemy was overlapping the particles, and then subtract from its bullet speed. Now it no longer works, as if Construct no longer detects collissions between sprites and particles.

    I wish I could share the capx, but I'm not allowed to post urls. Anyway, the simplest version can reproduce the issue:

    • create a sprite with the bullet behaviour
    • create a particle (and make sure it is on the bullet's way)
    • create an event: "Sprite is overlapping particle" --> "Set bullet speed to Sprite.Bullet.Speed-5"
    • pretty much whatever way you try to change the speed won't work, so I'm guessing the issue is with the collision detection.

    I know there was an update on how the collision detection works. Were the particles taken of the system on purpose? If so, what's the best way to go around this issue?

  • Thanks a lot!

  • No, I'm guessing the actual problem is the fact that the array grows every 0.01 seconds. After a few minutes, the framerate starts dropping because the array is too large, and things only go worse from that.

    Is there a way to tho the snake trail without a constantly growing array? I'd kill for the solution...

    Edit: Okay, I think I've managed to actually come up with a solution for this. I still have to test it, and there's probably a way to do it with dt to avoid issues with lower framerates, but at least it works from White Claw's principle but without using an ever growing array.

    So I have two Sprites:

    • Player (the "head" of the snake, which is a bullet)
    • Segment (each segment of the body)

    The "Segment" has a "SpawnNumber" variable, set on Created, just like in White Claw's version, to keep track of the number of each segment in the body.

    There are two arrays, with sizes (X,Y,Z):

    • PosX (1000,1,1)
    • PosY (1000,1,1)

    (1000 is the size I've choose, but you could change it. It should be the value you're using to set the distance (here 10) * the maximum number of segments you're planning on allowing (here 100).)

    Every 0.01 seconds, this happens:

    • PosX --> push front Player.X on X axis
    • PosX --> pop back on X axis
    • PosY --> push front Player.Y on X axis
    • PosY --> pop back on X axis

    (this adds the current X and Y position on the front of each array, pushing the whole array and poping the extra value out, keeping the size constant)

    • Segment --> set position to (PosX.at(10*Segment.SpawnNumber),PosYat(10*Segment.SpawnNumber))

    (this takes, for each segment, the values for the X and Y coordinates corresponding to its SpawnNumber. Like in WC's version, 10 is just the number used to set the distance, and could be changed as long as the arrays are changed accordingly.)

    It was easier than I expected.

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  • Oh, that's a shame...

    I did tried solving the issue, and this is what kind of worked. I took the expression

    Pos.At(MaxArrayW-10*Crystal.SpawnNumber,0)

    and changed it to

    Pos.At(MaxArrayW-10*(fps/60)*Crystal.SpawnNumber,0)

    The result was that the segments no longer started spacing apart, because the distance kept adjusting. But also because of that, the size of the snake kept changing slightly, resulting in a constant twitch.

    Was this your approach?

  • dl.dropbox.com/u/89532891/Others/C2HowdoI/MaybeFixed.capx%20

    Hi, I wonder if there's any chance of you sharing this again? I'm having the same problem with the segments spreading far apart whenever the frame rate drops a bit, and unfortunately the link to your solution no longer works.

    Thanks!

  • 13 posts