Phoenixbowman's Forum Posts

  • Found it! It means also using the Canvas plugin too and making sure when you're building the game, to set the Browser setting to Canvas+ in both Default and whatever platform you're using.

    https://forums.cocoon.io/t/cocoonads-pl ... ct2/1814/8

    I think what they're saying is if you put an Event saying Is Canvas+ with no action and making sure that if you have one or more In app plugin Cocoon stuff that you put them as sub-events as at least one is Canvas+. You can have them be sub events to multiple is Canvas + of course.

    Like one is Canvas + has in app stuff and on another line another is Canvas+ has in app stuff as sub event too.

  • With Cocoon's plugin for in app buying things, if you have Fetch Product the preview won't run. Is there a way around this? I know it's the plugin and not Construct 2, but is there a work around? That doesn't involve me deleting Fetch Product whenever I'm testing the game with the Browser preview?

  • >

    > Oh and it needs to be an HTML5 game playable in a browser, no export with cordova.

    >

    >

    Thanks for the reply, but I don't want to make an APK. The game should be playable fullscreen and horizontally in a browser. :/

    In Construct 2 whats your configuration setting? My Fullscreen in Browswer is set to Letterbox Scale and Orientations is Landscape. Letterbox Scale and Landscape are working for me.

  • When youre building the APKs there's a setting for Orientation. In Cocoon for example in the Settings it shows the orientation. Intel XDX should have the same thing (I'd recommend Cocoon cause intels being tards and not supporting building apks anymore.

    In Cocoon under Settings there is Orientation:

    That lets you set the orientation. Make sure you change in both Default and the system(s) you're building apks and files for.

  • What's a Sobakan game?

  • This changes, but it shows under "resoultion on the list what the best ones are

    http://store.steampowered.com/hwsurvey/

    1024 x 7681.43%-0.01%

    1280 x 720 0.63% -0.04%

    1280 x 768 0.30% 0.00%

    1280 x 800 1.41% -0.05%

    1280 x 1024 3.60% -0.12%

    1360 x 768 2.69% -0.04%

    1366 x 768 22.97% -0.29%

    1440 x 900 4.38% -0.01%

    1536 x 864 0.86% -0.06%

    1600 x 900 5.69% -0.06%

    1680 x 1050 3.35% -0.15%

    1920 x 1080 46.17% +0.91%

    1920 x 1200 1.13% -0.05%

    2560 x 1080 0.55% -0.01%

    2560 x 1440 2.00% +0.02%

    3440 x 1440 0.25% 0.00%

    3840 x 2160 0.82% +0.04%

    Other 1.77% -0.06%

    Thats from April of this year.

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  • Anyone, Beuler? Is it Billing_Key or billing ID? for Cocoon and Cordova IAP?

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  • I know in Cocoon the Game plugin is APP_ID for the Parameter. Is the IAP BILLING_KEY ?

  • I did this before with another app i did. In that one Consume Product worked, but with that app i exported it with Intel XDX. could that be the difference?

    Maybe I have to use Cocoon's IAP object instead of Cordova's?

  • I'm using Cocoon IO if that has something to with it. The code is simply On Touch Sprite > Consume Product ID, and I have the correct product ID in there, but the game crashes.

    So on touch, Consume product. and the game crashes. the purchase works, on restore works. but the game crashes if i do consume. I made a thing that does that cause Google wont let developers cancel test purchases, which is stupid. It's a test purchase, let us cancel so we can test the IAP stuff.

  • > And for some reason Construct 2's browser object won't work in Webview, either. I'm about to try it in Webview+.

    >

    The browser object's Close action works just fine in my project built with Cocoon.io Webview.

    The Browser object in the game I'm making is supposed to go to a URL. Go to a URL in a new window works both on the PC and with Intel XDX. I'm wondering if go to URL in a new window, or just go to URL, works with Cocoon Webview or Webview+.

    I may just make all the buttons sprites >< Turns out Cocoon does support text so that's good. I'm probably just going to make the buttons all sprites and instead of making them invisible, move them off the screen. And when something happens I'll move them to certain places on the screen so it looks like they "appear".

  • As far as I can tell Cocoon doesn't work with Construct 2's Browser object. I tried building with Webview+ but the buttons that launch URLs, and work on the PC and with Intel XDX, don't work with Webview+.

    The code works on PC and with Intel XDX but the same exact code doesn't work with Webview+.

    I would love to use Canvas+ and I have nothing against using Cocoon's Canvas+ plugin for a Browser in game and for using Canvas+ to build, but Canvas+ doesn't support buttons and text boxes.

    I'm not going to make more work for the artist in my friends' and I group, so I'm sticking with buttons, and we need text boxes because we have player lives and a player's score. So Canvas+ won't work.

    Is there anyway to let Construct 2's Browser object work with Webview+ ?

  • I'll not use Canvas+. If it supported Buttons and Text boxes I would (I'm not going to create more work for the artist in our group so I'm using buttons.) Also the game needs text boxes for player lives and the player's score. So I need text boxes.

    So it's Webview and Webview+. Andy over at Cocoon said to inculde the in-app-browser plugin, which I did. The Browser still refuses to launch though. Unless I'm missing something with the Whitelist?

  • Except I need text boxes too, and invisible Sprites can still be tapped. Like I have invisible menus that appear when certain things happen. If I use sprites they can still be tapped.

    Text boxes to keep track of score and lives. Canvas+ not supporting text boxes is a big one especially for people who have scores, player lives, and timers, etc in their games. I would use Canvas+ but it doesn't support a lot of Construct 2 stuff.

    Someone over at Cocoon, a mod, said the Construct 2 browser object works with Cocoon Webview+ I tried it though and it doesn't work. With either open URL in new window and go to URL.