pwrs's Forum Posts

  • I peaked at your code and did a quick run. Based on the point of view being more from the side than above, do you need pathfinding?

    You could use a hidden sprite to detect when they are in range, and move them to appropriate locations, having them battle there.

    You could also probably use a function to handle moving/battling and simply have them continue moving after toward their target, and when they overlap with say a spawnpoint/base, have them perform a different action (aka attack a base).

    Otherwise I would check debug mode and see what's taking the most cpu cycles.

    Also, regarding improving AI, the event -overlapping another object- can trigger a bunch of different options, maybe with a random function to perform a different attack, like something stronger than a basic attack, or using an ability. If you don't prefer random, you could add an instance variable that adds up over time/attacks performed that then executes the other actions you want to add.

    Smarter AI can be anything from extra actions, and performing actions based on state, so for example, low hp, or when another unit dies.

  • I think only notifications are possible, but not auto-launching an app/game based on a predetermined trigger.

    Perhaps a toast notification in Android as a reminder of some sort, but without a tie-in to something like IFTT or another app to automate the handling of the trigger and taking the appropriate response/action, I don't think it's possible for virtually any app/game. Hence why notifications for some apps/games come up when tasks are completed (or w/e timer based thing has completed).

  • You can still do something locally right? Just not with the Xbox login, making the second player essentially a guest.

  • Your post title is a bit misleading; it does in fact work, on both Android and iOS.

    Make sure you set up your ad in Admob properly and simply add to your project:

    -> MobileAdvert: Create interstitial advert "(your advert id here)" show: true

    I also separated the OS by using the - On Platform to sort by iOS and Android to prevent the wrong ad showing on the wrong platform (I don't think it's required by Admob, but I would rather just follow their guidelines than not).

  • I think there is still an ongoing issue from June regarding this: https://github.com/Scirra/Construct-3-bugs/issues/452

    I noticed you also opened a github request and it was linked to issue 452; so I think we just need to wait, since MartDSam couldn't get it to work via Web Secret either.

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  • Ashley

    I know you mentioned they use the same runtime, but I have noticed some difference in performance, for the better too. In fact, I had old instances of games that I couldn't add effects to simply because it would cause fps drops, but now have been able to add the effects I previously wanted to and see much better performance overall.

    It could be the new compiler or perhaps just Android optimizations, but it runs as smoothly as iOS now (which ran great on C2 and now C3). Either way, I have noticed increased performance since using C3 regarding Android usage.

    -For the record, I am talking about Intel XDK performance vs the built in compiler for Android in C3

  • I've had that happen several times since swapping to an Android phone, and I found a decent fix is to 'uninstall C3' and close Chrome, then relaunch and go back to the editor. Not sure why it happens, but it has lead to really inconsistent instances that gave no warning before just doing nothing.

    Hopefully r60 will resolve that like mentioned (maybe AdMob too, who knows)

  • I can't see why not.

    If I had to take a crack at this, I would do the whole thing in SQL on the backend and have a table with a bunch of columns of who is friends with who (if the DB isn't on a dedicated host, I would limit the friend feature to 200 or less to start), and last time checked in (something not really 'live' but with constant check-ins while the app is in focus to show 'online').

    You could have an 'every X time' send a token-code to the server, add the data to keep the 'online' status valid, and also check for pending friend requests and their statuses as friends (online/offline). The token could be something random, or based off a name during a registration (simple encryption) and when they 'login' it'll check to make sure the user is who they say they are, and fetch the data as necessary.

  • Phoenixbowman

    It does, and they give you a few options between debug and prod ready (unsigned).

    I haven't had any issues with the compiler from C3 and think it's 100% better compared to the Intel XDK and Cocoon IO.

  • mammoth

    I also noticed the simulator runs differently than any iPhone I have tested on. I honestly think it's just the way the simulator calls on resources similar to a vm vs native when compiled and installed via testflight.

    You can also connect your phone to the Mac and push it that way too, since it'll show up in the list of devices to test against (the simulators vs actual connected phones).

  • Performance on an i5s and i7+ both run pretty well. But C2 did that pretty well too (talking 5ish games from C2 and 11ish C3 ready). Overall zero slowdowns from what I have personally experienced; but than again, I don't do over-the-top performance demanding games.

    I think where C3 really has shined most is prep for the app itself. The XDK was literally a pain to work with, so many tiny details to get right or something will look off or just not function the way it did in test runs (html preview). C3 gives more hands on with xcode compared to importing to the Intel XDK and I like the logo/icon adding more now than adding every possible resolution known to mankind and getting errors from the Intel XDK.

    Apples development app feels easier to work with and can upload directly to the store (which is super nice, archives are a godsend and doing all my work to a Mac, or remoting in and importing to xcode is easier than ever).

  • reynslagdev I have set up a handful of games for export on iOS. It's been a pretty straightforward experience for what is ready (gamecenter, iap, and admob are all non-functional at the moment). The most important things to keep in mind is once you import to xcode, you need to remove the developer cert and re-add it (can be done right away), changing the device to generic, and turning on gamecenter (plus others if you have them).

    After that you can archive the game and upload it to the developer itunes connect area, and make available for testing (there is a small delay from uploading the archive to being available for testing, but most times it's under five minutes).

    Is that what you are looking for?

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  • It does, but I will do some more troubleshooting (could be on my end, I will relog OneDrive in Chrome and recache the data) and submit a bug if I encounter it again (I just use Google Drive).