Ribis's Forum Posts

  • Hello there,

    I made the APK, installed the game, and everything works as expected.

    So, I have tried to check how much memory (RAM) my game consumes on my android phone while I play. The memory usage avarage is 330mb (Does not matter the size of the layout, the memory goes between these 2 315mb/350mb).

    Then, I tried to do the same experiment in the remote view (from the google chrome browser) excepting that would take more memory... but I was wrong! On google chrome, the game consumes only 150mb vs the 330mb in the APK.

    So, I knew that the game should run smoother when it's installed, but I guess I was wrong? Why there is this gap between apk and remote view? PS: I tried the game in the same layout/full screen...

    Also, what would be a nice limit for memory usage? I'm still making the game, and I'm worried that I would encountered some limits.

    Just to conclude, the game run smooth 60fps. So, I want to keep this standard.

    Thank you

    Tagged:

  • dop2000,

    Thank you for the reply.

    Did you try them while playing on the mobile platform (android, iOS..)?

    Thanks again

  • Hello everyone,

    I already tried the xbox360 gamepad and it works, however, I was thinking to buy a Bluetooth controller such as the "7007F Wireless Bluetooth Game" for my android and iOS phones.

    Does anyone know if these Bluetooth gamepads work good with the gamepad plugin?

    Thank you!

    Tagged:

  • Hello there,

    is there anyone who have published a "medium/heavy" game on mobile? if yes, what is the mb mobile usage in average? How many events do you have? I'm asking these questions, because I'm keeping adding new items and functionality, but I'm worried that I will have lagging problems with the average users.

    For instance, my game right now, take 120 mb img resources and when run on my phone, it take max 50% of the cpu. Unfortunately, I can't try my game with a less powerful smartphone.

    I'm trying to save as much resources as possible (tilemap, less sprite as possible...etc). Same with the events. However, sometime, this practice can make hard to read or write events (having one sprite enemy that works as 10 different ones, instead to have 6 different sprite enemies with different events for each one)

    PS: for medium/heavy, I mean a game comparable to super mario world / donkey kong country / yoshi island...etc multiple levels, different design for each world, multiple kinds of enemy...etc...etc

    I also know that in 2020, most of the smartphone are enough powerful to play most of the game with no problem, however, I would like to hear some opinions.

    Also, is that true that when you export the game it runs faster then the remote preview?

    Thank you

  • , Thank you for your reply.

    For non-consumable items you mean something static right? such as unlock all feature...etc while off course, the consumable ones are the one who will increment a variable such as coins, gems...etc

    Does the local storage works fine on android and iOS? I know that the local storage can be cleared pretty easily on the computer. Does the local storage save the variables on the games' folder? I wouldn't like if some users remove their progress with items purchased by mistake.

    Do you know any plugin that handles the remote storage easily even if the service it cost monthly? I already developed a system to store data on my own server using php/mySql, or store a json file directly, but I would avoid it since I don't really care if the user cheat, and I do not know how many people are going to download the game. It would be nice if the user can retrieve their progress from a device to another device, at least, I would need to store a few variables. if I recall, Facebook instant game allow to store a variable online, I'm looking for something similar.

    Also, if I plan to use my json storing system (it is the easiest and least heavy on the server side prospective I guess), how would you suggest to handle? I was thinking to generate a random token as soon the user start playing (like 32 length), a token that is visible in the menu options. This token, is the one that the user can use to load and store the external data (no password). So, no registration needed, and is easy to restore. Does any app use a method as described above?

    Thank you

  • Hello everyone,

    I'm making a game that will be released on android and iphone.

    I'm writing here, because I need a suggestion from someone who already published a game or someone who encountered my same problem.

    Basically, I need to keep track of the user score/progress during the game, such as level passed, coins taken in one level...etc I was thinking to use local storage for some part, since I do not really care about hacking. (is the local storage good for mobile?)

    However, I will sell some item in game, such unlock the full version of the game, increase the coins, gems...etc

    I'm trying to find the best and elegant way to menage all of this, but everything should be simple on the user experience. I do not want to make the user to make an username or password to retrieve their product already bought if they change device or they uninstall and reinstall my app.

    I would like to avoid making up a database and create users. I was thinking a service already made, easy to use and to implement (even if I have to pay). Does the Play store or the Apple store track of the purchase made by the user? for instance, if I sell an item that can be sold just once such "unlock all extra feature" does the game can retrieve this information from the Play Store or the Apple Store if the user uninstall the app? Or do I need to store it somewhere?

    Thank you very much!

  • To be honest. You obviously have no idea how IG works, like you say. So before you complain about the functionality I think you should read the IG api documentation first.

    If you have any complains about the names (and/or functions) you should tell them to Mark Zuckerberg & co.......

    This has nothing to do with Scirra plugin, it is working correctly.

    My suggestion to you is to read the api references first, start creating your game later. Otherwise you will get frustrated and confused.. For what I see you already are :)

    I come from the old SDK (before the instant game was launched) and I developed almost the full integration in php 2 years ago (to do all similar, getting larboard, save on my own server...etc) I checked the API quickly and when you said that "(intent has no effect, yet)" that I got doubled confused.

    So, when I click the share button it works, it open the pop-up, and the title on the pop-up is called "Share Game". Now, I was asking because if you put challenge or other, maybe there is a different pop up called "Challenge" instead of "Share Game" etc.. I still have to test how the user see the message when the game is shared. By logic doesn't make sense to send 1 life using the "Share Game" intent... this is why I'm writing here asking for clarification lol

    Thanks

  • you need to set the image and the text.

    you do not need to set any data.

    (intent has no effect, yet)

    Ok, I figure out why was not working.

    I tried all 4 intent with the result that all of them share the game instead of doing what the intent is made fore. I don't know how much sense is to make a button called "challenge your friend" and then, when you actually challenge the player, you will see the action to share the game instead of challenge (on the facebook messanger). This is super confusing. please, correct me if I'm wrong

    I never played a game in the instant game platform, but I'm assuming that the name should change based on which action you are doing. If you challenge someone, then you should see "Challenge" instead of sharing lol

    So, basically right now is possible just to share the game even if the plugin has 4 different options? lol...Is the Scirra team working on it? I don't know if it make sense to keep 3 actions in a plugin that doesn't works... This just make confusion and frustration I guess.

  • A) yes that is correct. Just create the fbapp file manually, and drop it to the zipfile before upload.

    B) share works fine also when testing afaik

    I just started using recently this plugin.

    fredriksthlm What are the steps to invite, share, challange and invite another user using the instant game plugin?

    I made 4 different button for test all of them.

    On click of the button, Share > put the intent and set the data.

    On the click nothing happen. I tried it on mobile and on the computer. Doesn't show any error log. I'm guessing I'm missing something here.

    Thank you

  • as Xavier says, you need to add the condition of the distance before the state of the check of the < and > of the X.

    I suggest you to make a variable into the zombie called "distance" so that you are able to decide for each enemy the right distance to activate them.

    first you compare the distance, than compare if the X is > or <.

  • If I understand well, you are trying to save an image in order to get when the user get back right?

    Then, load the image into a sprite, then you should convert the image into a string, save the string in a local save storage or in a server, and then, retrieve the image from the string when you need it.

    I remembered that there is a plugin for it (looks like this plugin is for C2, maybe someone else did it for C3, you have to look)

    construct.net/en/forum/extending-construct-2/addons-29/behavior-extract-sprite-to-bas-46034

    Another way to do it using PHP:

    construct.net/en/forum/construct-2/how-do-i-18/save-snapshot-on-server-70172

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  • One way is:

    Check the distance int(distance(player.x,playery,zombie.x,zombie.y)). if it's less than 70, then you can do:

    if the player.X is > than the zombie.X

    - simulate control right

    if the player X is < than the zombie.X

    - simulate control left

  • I bump this topic (I don't want to make a another similar topic) After the 132, the Instant game facebook doesn't show up anymore the canvas. It freeze in the loading showing the error in the screnshot.

    To make this bug, just make a empty project, add a text and the instant game plugin and export the file with no minify. On start layout, set text from the ID of the instant game user. (the same project, exported with the 131 works)

    Looks like a strange bug anyway.

    Thanks

  • I have never seen that issue. I have never altered anything at all with any file in the exported zipfile.

    You should not need to do that.

    Try scale outer, or letterbox (if you are fine with black bars)

    I tried all Full Screen Mode and the problem persist. (I use an Iphone 5s.) I'm going to see if the same happen by simulating the iphone 5s screen on Google Chrome to see if there is any error log on the console.

    Thanks

  • Many people here have published many games to FB Instant Games, maybe hundreds(?).

    I have never heard anyone before had any issues with the loading percent like you and potion seems to have.

    Well, I will be curious to see hundreds of games on the Instant game. I struggle to make a simple app works well in this platform. This doesn't depend on the logic of the events itself, but because of some bugs.

    The canvas size problem is the biggest problem right now. I'm sure there is a fix that can be applied to the index.html. Is anyone had the same problem as me? Basically, when you open the app, randomly the canvas size sometime is zoomed, or smaller...etc. In order to fix the problem, you have to restart the app until the canvas get well setup.

    Thank you