Reflextions's Forum Posts

  • Someone correct me if I'm wrong, but it doesn't seem possible to get the number of different animations an object has. This would be a helpful expression to add. Thanks!

  • Hopefully it has an HTML5 framework similar to the WiiU. If they aren't already a partner scirra will probably have to wait for the specs and indie dev policies like the rest of us, though they could probably reach out to them.

  • This uses a third-party behavior 'Anchor ratio'. Please don't use third party addons in bug reports as per the guidelines, to ensure that the addon is not the cause of the problem.

    Sorry, I forgot to remove that. The link has been updated.

  • This is a repost of the exact bug here: https://www.scirra.com/forum/bug-with-textbox-in-ios-with-capx-thanks-in-adance_t103632

    Problem Description

    After opening the iOS keyboard by touching a textbox in the C2 project, and then closing it, Construct 2 does not reposition the game correctly. On the google chrome app for iOS. this does not happen.

    This only seems to be happening on certain devices. I have confirmed the bug occurs on: Iphone 5s, and iphone 7 plus. But it does not seem to occur on iphone 6 & 7.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/44188718/KeyboardBug.capx

    Description of Capx

    A minimal test case.

    The layout parallax is also set to 0,0.

    Steps to Reproduce Bug

    Tap on textbox in Safari on iOS then close the keyboard.

    Observed Result

    The window remains pushed up, with black space below it.

    Expected Result

    The game would preposition itself like it does on iOS chrome.

    Construct 2 Version ID

    r223

    You can also test the export here:

    http://gambler-appeal-81281.bitballoon.com/

    Screenshots of the issue:

    The default view

    The view after closing the keyboard (notice how it stays shifted up)

    And continues being shifted to the next layout.

    If this bug can't be fixed quickly, does anyone know potential work arounds?

    EDIT:

    If anyone else is having this issue, here's a work-around:

    It's not perfect because there is no way to detect when text input on mobile is finished so you have to either wait until the next layout or do it on text changed, which make the keyboard cover up the textbox.

  • Put the debugger in a different tab, that generally helps a lot.

  • Everade

    Thanks so much, I'll use this to build while hopefully waiting for the official server to come up! Sad to hear Ashley finds the plugin being under used, I'm finally starting to work on a bigger project on it, and I'm still really impressed and excited by it.

  • Seems to be down again. Can we get an offical word? Ashley

    I'll probably buy my own when I release but I'd rather not have to for testing. Unfortunate that I had allotted this morning to working on my MP project.

  • You should just have a server that dictates the JSON and secure your server.

    The problem with hashing is that it is one-way, you cannot "decode" a hash.

    That would require the player to be online though to play the game at all, which isn't ideal. And it would end up being saved somewhere would it not, just harder to find.

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  • Regardless of whether you encode the level data or not, the triggers for achievements will be able to be modified, if your server side app blindly trusts what the client reports.

    Disclaimers aside, you could use the CBHash plugin to do this - https://www.scirra.com/forum/plugin-cb-hash-md5-sha-1-and-sha-256_t62215

    Well achievements are handled by steam, but again it's more an issue of multiplayer balancing. I'll look into that plugin, thanks!

  • Hi all, I'm approaching a project and deciding how to set up my levels. I've decided I want to have a level editor, and if I made it good enough it would be the easiest way make official levels for the game. My problem with this though, is that I would have to create the levels with the editor than import them at runtime, and to do that I have to include that level data in .json project files. This game will probably also have a multiplayer mode that may be influenced by single player progress, and I don't want achievements to be easily hacked. By including the .json files for each level, players can easily modify level data and cheat, so is there a way to encode these files and decode them on C2 import, or another solution to this issue? Thanks.

    BitBalloon is OK but I get random unexplained errors so it's kind of like a lottery on whether my prototype will quickly launch. I've tried Neocities on ashley's request and it seems fine, you just drag the files in and it launches instantly on your website.

    Thanks, I'll try that out.

    Use http://www.itch.io

    All your problems instantly solved + great community <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Not really, I use dropbox because I can simply save the folder from C2 and have the app auto upload and grab the link from the file browser. I'll try bitballons but I want the simplest/quickest option possible. I use this for prototypes not final products, which I can host on my own website or game platform.

  • Aphrodite

    Without asking too specifics, was it worth porting to wii u? How big is the indie market there?

  • Getting this problem on all the android devices I've tried: Kindle 6, and LG Volt LS740. I guess this is a hardware issue with no construct fix?

  • Who will be uploading to the store? I'd be interested in doing this as well.