redfoc's Forum Posts

  • doesn't it work like this?

    > ysdk.adv.showFullscreenAdv({
    	var self = this;
    	callbacks: {
    		onClose: function() {
    			self.runtime.trigger(cr.plugins_.yourpluginname.prototype.cnds.Onclose,self)
    		},
    		onError: function(error) {
    			self.runtime.trigger(cr.plugins_.yourpluginname.prototype.cnds.onError,self)
    		}
    	}
    });
    

    Thanks for your reply, i will try it

  • This is the script that i want to integrate with Construct 2

    ysdk.adv.showFullscreenAdv({
     callbacks: {
     onClose: function() {
     // some action after close
     },
     onError: function(error) {
     // some action on error
     }
     }
    });

    So, i want to create condition for onClose and onError callback, using my custom plugin, can someone help me to integrate this?

    And how to mute all audio using script?

    I try implement this, but it's not working with Construct 2 w3schools.com/tags/av_prop_muted.asp

  • ThePhotons where is Construct 3 version of this plugin?

    Edit: I already find it inside zip file

    Thanks!

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  • Sometimes this error are appears (1:10), mostly not.

    I really don't know what the problem that cause this error.

    Is anyone here know how to fix this?

    thanks

  • I like dark theme, but i don't like current color combination, for span/link/title or whatever it's called.

    This color combination hurt my eyes, so, i still use default theme instead of dark theme.

    Good for me

    It's just me or other users have same opinions?

  • Thanks

  • Great! The hard part is to make spacing data if make spritefont manually :-D

  • 10px width, i use larger font size on GYFM and change scale smaller into editor, and this fix my problem.

    Btw thanks for your font link, i use one of them.

  • Thank for your reply, the problem is the spritegenerator can't make pixelated, only blurry for low res spritefont, the font are OK

  • Currently i make retro style game, but the main problem is to add pixelated font, if i use regular text, but the text are blurry (anti aliasing) on preview or gameplay, not on editor.

    I mostly using this https://www.construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038 tool (Give Your Fonts Mono) to generate spritefont, but this tool can't make pixelated font for low resolution spritefont, so generated spritefont just blurring.

    Is there any way to make retro style text?

    On editor

    On preview/game

  • Great tool,

    Is there any option to disable anti aliasing / smoothing for low resolution spritefont?

    I want to make retro style game with a retro spritefont, but generated spritefont are just blurring (small size).

  • Hi i just want to port my C2 plugin to C3 (using C2 runtime), but i get this error after several times

    So, finally i trying to use c3 plugin template, i replace 'c2runtime/runtime.js' with my own 'runtime.js', then change 'aces.json' like the screenshot below

    Screenshot for runtime.js

    Error result:

    Error report information

    Type: unhandled rejection

    Reason: Error: ACE language string 'description' missing for 'load-ad' Error: ACE language string 'description' missing for 'load-ad' at window.ǃeVO.ǃeVo (https://editor.construct.net/r120/main.js:81:310655) at window.ǃeVO.ǃeVo (https://editor.construct.net/r120/main.js:81:312576) at new window.ǃeVO (https://editor.construct.net/r120/main.js:81:317443) at Function.ǃv.ǃNm (https://editor.construct.net/r120/main.js:2:142970) at window.ǃvfK.ǃvfS (https://editor.construct.net/r120/main.js:81:319056) at window.ǃvrN.ǃvfF (https://editor.construct.net/r120/main.js:63:92236) at a.ǃDG (https://editor.construct.net/r120/main.js:81:33464) at Object.n.push.ǃv.ǃcS [as ǃVHi] (https://editor.construct.net/r120/main.js:81:33837) at n (https://editor.construct.net/r120/main.js:2:205661) at t (https://editor.construct.net/r120/main.js:2:205446)

    Stack: Error: ACE language string 'description' missing for 'load-ad' at window.ǃeVO.ǃeVo (https://editor.construct.net/r120/main.js:81:310655) at window.ǃeVO.ǃeVo (https://editor.construct.net/r120/main.js:81:312576) at new window.ǃeVO (https://editor.construct.net/r120/main.js:81:317443) at Function.ǃv.ǃNm (https://editor.construct.net/r120/main.js:2:142970) at window.ǃvfK.ǃvfS (https://editor.construct.net/r120/main.js:81:319056) at window.ǃvrN.ǃvfF (https://editor.construct.net/r120/main.js:63:92236) at a.ǃDG (https://editor.construct.net/r120/main.js:81:33464) at Object.n.push.ǃv.ǃcS [as ǃVHi] (https://editor.construct.net/r120/main.js:81:33837) at n (https://editor.construct.net/r120/main.js:2:205661) at t (https://editor.construct.net/r120/main.js:2:205446)

    Construct 3 version: r120

    URL: editor.construct.net

    Date: Fri Nov 09 2018 15:34:55 GMT+0700 (Indochina Time)

    Uptime: 2.4 s

    Platform information

    Browser: Chrome

    Browser version: 70.0.3538.77

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 7

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    Approx. device memory: 4 GB

    User agent: Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/70.0.3538.77 Safari/537.36

    C3 release: r120 (stable)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Vendor: Google Inc.

    Renderer: ANGLE (AMD Radeon(TM) R7 200 Series Graphics Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

    Is i miss something?

  • Monthly subscription is such a good idea. hope it will realized soon

  • > I play this game on web browser (desktop), the problem is, ads are not shown. if i play it on iOS FB messenger, ads (interstitial) are shown almost every minute, even though game event only call ads function on gameover only.

    ads not supported on desktop.

    for the ios issue it sounds like your events are triggered constantly. which seems wrong. look over it.

    for the error: do you use any plugins for your game?

    Thanks for your reply.

    I just use text, button, and instant games plugin, just for testing.

    my current problem is my game are not showing up in instant games list, so, i can't test my game on my android and ios device. i think i already following the IG docs.

  • Hi

    I just started to test my game into Instant Games. a month ago i already upload a game (in development).

    I play this game on web browser (desktop), the problem is, ads are not shown. if i play it on iOS FB messenger, ads (interstitial) are shown almost every minute, even though game event only call ads function on gameover only.

    And yesterday, i started to upload a new game, but my game are not shown in Instant Games list (in development), on my previous game, my game are shown through my fb account.

    I following same step for my previous game, and already following the docs, but this problem are not solved.

    The only way i tested this game is using "Facebook Web Games Page URL", game are can be played, but Instant Games are not integrated.

    Here is the screenshot for console log

    I can't run my game through localhost url.

    does anyone know how to solve this problem?

    Thank you