poppants's Forum Posts

  • Allright, do not know your knowledge of PHP/mySQL and ajax, but let's give it a try.

    So, in a nutshell, Ajax is a javascript code, that can do many cool stuff (especially with a server!). In your case, you are using that to connect to the database on server, and retrieve things using mySQL commands. MySQL is a language used to manipulate databases that are stored on a remote server.

    Your ajax script connects to a mySQL database and fills it up with user locations, correct? Then you can use the very same ajax/php code to connect to the database, and then edit the part with mySQL code, to retrieve info.

    I have not programmed in web languages in a while now, so I will not be much of a help here. Do search for online leaderboard in c2, there is a tutorial or two on scirra.com that has very good explanation on how to retrieve info from a database.

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  • Hi all.

    My client wants to have 32+ hand-drawn videos in a game, but even after compressing and cutting the size of the end file becomes incredibly big. So, per their wish, I need a way to embed video from the web (for example, youtube) into the game. Any idea of how to do this?

    I am using Construct 3, and I need it to work properly on iOS and Android.

    Thanks for help!

    PS: I searched around, and all i found was rex's plugin for youtube working on c2, without the support of iOS and Android.

  • Well, C3 works online, it just works from your browser, so no worries about that, and, if you have a C2 license, you get 50% off from first year in C3, which is pretty neat.

    The game being hard to be found - the name is not that unique and Gplay alorithm, well, it makes sure that your game is not very visible unless you are super popular with players, or you pay to be seen

  • I have ported a game on iOS and Android approximately two weeks ago, so let me share my experience with you.

    If your game is under 50mb then:

    For Android:

    You can use Cordova export in C2 and build using Ludei Cocoon . When building you can use Canvas+ Webview engine, that gives a very good performance, but adds a splash screen (you can try link in my signature to see both performance and splash screen). If that is a no no for you, then you can go for Webview and Webview+ - they do a fairly good job as well without adding a splash screen. Ludei has a very nice blog post about these engines and what they support, take a look at it to save yourself surprises later on.

    For iOS:

    I exported the game as HTML5, and build it using Webview engine in Ludei. That was the only working way i have found. Performance was good, but there were a couple of issues with sounds (namely, autoplay, and mute) and video (they would open in native iOS video player), that I am yet to fix. One more thing - you will need a Mac to upload it to App Store (or just emulate Mac). Btw, passing your game to iTunes Connect standards is quite an adventure too!

    If your game is more than 50 mb you got to go for a paid plan in Ludei's Cocoon or, go for Construct 3 that has direct exporting options, with no need for third party builders. I have not tested it yet myself, but rumors are, it is pretty good. One thing to note though - some plugins that you have used in C2 might not work in C3, so watch out.

    There are other options there, namely Phonegap by Adobe - with which, performance wise, I got terrible results and Intel XDK, by Intel, which I havent used myself, so lets hope someone else will provide intel on (see what i did there?)

  • On Google Play for Developers for Android and iTunes Connect for Apple you have all the information you might need, including amount of uninstalls

  • You can use dt and/or native expression Time to achieve whatever your needs are.

    Time returns time spent since the game has started, but if you need something more precise, like how much time has past since n event, then use dt -> https://www.scirra.com/tutorials/67/del ... dependence

  • Say, a player wrote into the text box, and then clicked "confirm" button. So, get <<on "confirm button" click>> condition, and then use action "Set Value" (choose the variable you want), and set its Value to textbox.Test .

    Just make sure that your textbox is actually the one that has the value you need, and it is the only one on the layout. There are ways of targeting specific textbox objects, but for now try to do it only on one.

  • No problem, enjoy making games! ^^

  • If you are making something like Clash of Clans (please dont), won't the buildings that are lower on the screen (e.g. bigger Y), be in front? To save yourself some trouble, use one layer for all the buildings. After a buidling was moved, check its Y and X position, compare it with the buildings that have same/cirka same X (since those are the buidlings that will be on the same vertical line) and then just sort them depending on their Y position - the one with the highest Y gets the best seats.

  • EvilXIII ,

    Man, just saw this and the other game you have, looks pretty impressive. Going to get both. Glad to see you pursuing the indie dev career! ^^

    How are sales going btw? Any luck?

  • You can spawn trace sprite at image points (you can, for example, add two image points to the car sprite). You can also use "Fade" behavior on those traces, so they get destroyed after a while, so it doesnt affect the performance.

  • yofabianuy ,

    Any luck? Did not export my game on window phone since i could not find one ad network to work on the platform.

  • ! PANIC ! is out on GameJolt as well.

    http://gamejolt.com/games/panic/157869

  • SinisterWasp ,

    Thanks for the responses. I had to use Sprite Fonts indeed - but it is a pain in the ass to use when it gets to color changing and spacing/kerning. It is a lot of hair pulling, but a way to go. Hope ludei will make web fonts supported one day.

  • Whoops, cooltaby , Ashley thanks. I will update the thread as soon as we get an update on this from Cocoon.