Phoenixbowman's Forum Posts

  • What store are you publishing it to? if your goal is to put it onto google play, google provides you with a developer console. You add products. The product name in the console needs to match the product id in construct 2.

  • I'm using Android google play, but im bumping this post.

    The Apple IoS store may have something similiar, where you set up in app purchases. In Android at least, you give each IAP a name. It has to be exactly the same, it is case-sensitive. Does the IoS store have something similar?

    If so, the name for the IAP in the IoS store developer console must match the coorsesponding product ID in Construct 2. Case-sensitive.

  • Create a graphics file that is 64 pixels by 64 pixels. When you export a project, it creates the default loading-logo file. That is the default loading logo.

    Now, move your own 64x64 pixel file into the compiled folder. Make sure you copy and paste, so you still have it, otherwise your only copy will be in the compiled folder (where Construct 2 exported the project files to.)

    delete the default file named loading-logo from the compiled folder. Now, find your 64x64 pixel custom made file in the Construct 2 exported files compiled folder. rename that exactly this:

    loading-logo

    Now, when you run the game, you should see your custom loading graphic instead of the default one.

  • How does one integrate the Google API licensing key into Construct 2? Google provides a 64 base encoded key. This checks to make sure it was actually bought to prevent piracy. In the case of a paid app, it checks to make sure it was purchased. In the case of IAP, it makes sure the IAP was actually purchased.

    Does Construct 2 do this automatically? Like if the app is paid, does it check automatically? If it's a straight up paid app, does Construct 2 run a check? If not how do you integrate the 64 base encoded key into Construct 2 game?

    With a IAP, does the Has Purchase function check this automatically? The Has purchase checks to see if the device has that purchase on it. Google says the 64 key checks to make sure it was actually purchased. For IAP, does Construct 2's IAP Has Purchase do this automatically? Or is the 64 key needed and if so, how do you integrate the Google 64 key into the Construct 2 game?

  • I needed Chrome. I ran the test in Chrome and it worked.

  • I set up an IAP object, but im getting back a Javascript error. Chrome is not defined? Is Chrome required to test the IAP object? When i've tested before it's worked fine. Upon adding the IAP object it's not working.

  • Can TWINE's html file be exported to an .apk by something like Intel XDX or phonegap?

  • This is for a text based game. Each paragraph would be its own sprite font object. Over a bunch of Layouts. that's several, several paragraphs. A whole bunch of them. They will all have to be Sprite Fonts then. I don't think a text-based game will work in Construct 2. Not if, in order to show different fonts, each paragraph would need to be its own Sprite Font object.

    For graphics based games, Construct 2 takes the Golden Gem of AAA Excellence Grand Prize. I am amazed at the wonderful software the very skilled people at Scirra made. I just think for text based, Construct 2 is not the best way to go.

  • In order to use Sprite Font, are art skills needed? Or can the Sprite font generator use pre-made fonts such as, set Sprite Font generator to use Tahoma.

    If I use the Sprite Font object in Construct 2, should it show the correct font, since it's considered a graphic instead of an actual font?

  • I can't claim to have expertise with a droid (perhaps you can change fonts in a setting to see what's available, if that exists), but I believe you can get around this problem by using sprite fonts.

    https://www.scirra.com/tutorials/629/sp ... ere/page-3

    I did see the Sprite Font object. Is there a way to take a Font that is in the text object menu, and apply its parameters to a sprite font?

  • Confirmed. I did Segoe Script in Construct 2, and on the Droid Turbo when i run the game to test it the font is normal Arial.

    Does the Droid Turbo only support one kind of font? and if it supports more than one, which Construct 2 fonts will mobile phones support? It's really disappointing that the Droid Turbo, if that is the case, does not support a variety of fonts. Construct 2 offers a variety of fonts that can be used in projects. The Droid Turbo, as advanced as it is, really should be able to support a variety of fonts.

    Unless there is something in Construct 2 that I am missing. Is there a setting that allows phones to use different fonts be displayed, fonts from Construct 2? Like a setting that allows the Droid Turbo to use the font that has been selected in Construct 2?

  • The space between the lines of text is a bit small. Is there a way to increase spacing between the lines?

  • In Construct 2 for the Text font, i tried different fonts: Calibri, Tahoma, and Dejavu Sans. When I put the game onto the phone to test it however, the font is always the same. The font (Calibri, Tahoma, Dejavu Sans) does not show on the phone.

    The font changes in Construct 2, but the font stays exactly the same when the game is on the phone. I did a side by side comparison test and there is no distinguishing them. No matter what font I set in Construct 2, the Droid turbo does not use it. It only uses Arial.

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  • Browser action go to, Browser action open new window, none works.

    Is there no way to open a browser while the app is running on an Android phone?

  • NOPE https://software.intel.com/en-us/articl ... ernal-apps

    FAILBOAT! I put an asterik into all three to be thorough. It says, put an asterik to allow all. I did that about both go to URL and open new WIndow for Browswer are not workng!