RafaelMatos's Forum Posts

  • Few animation. You could show two different buttons (normal/hard) to play it again after game over.

    Thanks for the feedback!

    Could you be a little more specific about animations? And about the play button I'll look at it. Having to decide all the time between hard and normal mode isn't the best choice, I agree.

    But what do you think in general?

  • This time I didn't see any ads. I'm not counting the banner in the start screen. I played twice.

    First time - like 5 minutes - no ads at all ??

    Second time - 2-3 games, than I went back to the start screen and an interstitial showed up.

    Ok, now it's much more fun, but aren't you too strict? Before it was just bad placement and wrong timing. Did you shut'em off from the gameplay?

    Yes, all ads are shown only on the first screen in order to prevent gameplay interruptions. This is a kind of game that this could harm player's performance so I decided to just show on the first screen, where he can see leaderboards, achievements, choose an item and other minor settings.

    My first concern is about having a good gameplay experience. So do you think it's good now?

  • Noga

    Already fixed it. The update will be avaiable very soon. Thanks again!

    Could you try it again tomorrow and tell me if it's ok?

  • iceangel

    Thanks!

    Noga

    Thanks for the feedback. I didn't set the interstitial to show in the middle of the game. I think I did something wrong. It wasn't my intention. I'll definitely fix it.

  • [attachment=2:1cgiypi1]Penguin Fun Banner.jpg[/attachment:1cgiypi1]

    Help this lovely Penguin to get as many fishes as possible.

    Avoid obstacles, jump and use your skills and reflex against an increasingly fast speed. Track your fishes amount, share with your friends and be the guy!

    With three difficulty levels, you can test yourself and your friends!

    Penguin Fun is easy to play, but hard to master!

    [attachment=1:1cgiypi1]imgGameplay1.jpg[/attachment:1cgiypi1]

    [attachment=0:1cgiypi1]imgGameplay3.jpg[/attachment:1cgiypi1]

    Features:

    -Normal Difficulty

    You start at the lowest speed.

    -Hard Difficulty

    You already start at a high speed.

    Other obstacles are added.

    -Extremelly Hard

    Two harder obstacles are added and the gaps between platforms are added.

    -Customizations

    -Leaderboards.

    -Achievements.

    Start now collecting the biggest pile of fishes of all time!

    =============-----------------------====================

    This is my first game that I managed to finish and my first on the Play Store as well. I'd like to say thanks to this incredible community for all the help I've received from many different people, all super patient, helpful and friendly. I couldn't mention names because I probably would left someone behind. So thank you very much everyone!

    If you'd like to support the game here are the links:

    Download the game: https://play.google.com/store/apps/deta ... PenguinFun

    Game's page: https://www.facebook.com/PenguinFunTheGame

    If you'd like to help, join the "Penguin Fun - Test" community and become a tester: https://plus.google.com/u/0/communities ... 1092308827

    Thank you again.

  • That's weird but should be the case.

  • But then my apk wouldn't be avaiable for download in the meantime I guess.

  • Did you deactivate your production apk's?

    Do I need to do it? I thought it would overwrite the in production apk.

  • When I try to update my app (Move to production) a message appears saying that is not possible to publish the settings because the version 20001 is not avaiable for any device configuration. All devices which can recieve the version 20001 would recieve one of the versions 60010, 60001, 20010.

    [attachment=0:1rlfpypv][/attachment:1rlfpypv]

    What is this?!?

  • tomhaiger

    PeYMaN57

    1. Cranberry Plugin added to C2

    2. Having C2 event: Start of Layout, Browser: Is online, User is not logged in => Login User

    3. Exported to InteXDK and replaced code with that shown above

    4. Your Google ID added to placeholder

    5. Exported as unsigned and signed with your key

    Should always work.

    - Please keep in mind that you have to link the service to your app so you need to upload e.g. an apk to alpha in google developer console.

    - Every time you update and export from c2 the code gets overwritten and you need to replace your ID again.

    - To test this you don't have to buld leaderboards and achievements. The google play games login should show up anyway.

    I don't know why people keep saying to export as unsigned and sign with your key. It works in both ways.

  • razorMonkey

    I already solved the problem, but thank you for the help.

  • >

    > > If you can replicate this in a sample capx it would be good. Not everyone has time to try and recreate the problem in a capx.

    > >

    > > edit: try this method. I've put in a button to toggle the 'in use' for each Customization. It retains the 'trigger once' and will work for any number of Customizations.

    > > [attachment=1:1n3s0hyi][/attachment:1n3s0hyi]

    > >

    > > If you want a simple checkbox it can be as simple as this

    > > [attachment=0:1n3s0hyi][/attachment:1n3s0hyi]

    > >

    >

    > I was complaining about myself trying to solve the question.

    >

    > I'll look at it. Thanks!

    >

    Yeah I know, mine was just a general comment. For example I did recreate the issue (I think) so it would've been even easier for you to just copy/paste some code out to another capx (maybe).

    Yeah I should had done that. It's because I'm rushing the update of my game so I posted the pic and then I came back to work on other stuff too

  • If you can replicate this in a sample capx it would be good. Not everyone has time to try and recreate the problem in a capx.

    edit: try this method. I've put in a button to toggle the 'in use' for each Customization. It retains the 'trigger once' and will work for any number of Customizations.

    [attachment=1:41z37w0b][/attachment:41z37w0b]

    If you want a simple checkbox it can be as simple as this

    [attachment=0:41z37w0b][/attachment:41z37w0b]

    I was complaining about myself trying to solve the question.

    I'll look at it. Thanks!

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  • I'm losing my patience about this sh*t. I think i'll create a check object for each icon and then just play with visible and invisible checks. This not the best way to go but will work.

  • >

    It is way simpler if you do "Pick Nth instance" (System expression) then in your case pick 2nd (your limit).

    You can say "if pick second is not true" > "spawn" (a second) object

    thus never having more than two instances in the first place.

    If you need them to be there first, but then destroyed, do the same with "pick 3rd instance" > if true destroy. So you will always keep two instances of your object.

    I hope it helps.

    My limit is already being handled correctly by another event and everything is working. The problem that I'm facing is just the visual part where I must tell to the player that he selected an icon/customization. Just it. I think this logic doesn't work. This method will never get the first instance. Also I have to spawn the object when it's true not the other way and I need an automatic way because I don't know if I'll allow the player to select more than two in the future.

    razorMonkey

    I tried. It's the same.

    I can't share it because it's a published project. But there is no need because everything about the problem is shown in the pic.