saf's Forum Posts

  • How can I create for example, 500x200 px window in my game to open web page without leaving the app and opening the default browser? any examples / tutorials, can't seem to find them.

  • You can't run javascript in other tabs.

    I understand the security risk, but could I run JS in same tab? For example, if I'd like to make a game that opens website in the background with some sort of overlay UI built in C2? I'd like to use some sort of buttons that would fire JS on the page in the background (find some elements, change inner html, change style of divs etc...) (Idea is sort of an educational game/ap)

  • Hi, thanks, but target blank opens a new tab and runs the javascript alert on the initial tab and not on the new one... Is there a way to "take the shirt with you" to the neighbours hose, change it there and then get back home?

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  • Would it be possible to make something like:

    Button - on press -> go to url - - target self

    -> execute javascript (alert("hello"))

    -> go to Layout 2

    For now, all I can get is a browser opening destination url, but not executing javasctipt (alert for example) nor proceeding to Layout 2...

  • But even so, it still doesn't make sense, the twitter and facebook plugins worked fine, launched the proper windows, and you could tweet, etc. If whitelisting in intelxdk was the problem then wouldn't those plugins have been affected too?

    Not sure, it could be that the plugins whitelist necessary domains by default? I remember having issues reaching external site from my game, and whitelisting helped.

  • Here's my game made with cocoon -> http://supernutchase.com/play / https://play.google.com/store/apps/details?id=com.supernutchase.xdk

    Super Nut Chase

    8 bit style platformer.

    Initially made with IntelXDK and migrated to Cocoon with 100% FPS increase

  • Photoshop... I even used MS Paint

  • Problem over here too. The browser is partially working, alerts and close game for example work fine. But if I try to go to an url, that doesn't work. Having some weird issues with the ads too, the banner doesn't appear until after the first interstitial displays, even though it's supposed to appear way before that. After a interstitial appears, it seems to work fine....

    Whatever, too many issues, too many headackes, I give up... I'll just release my game like this and what will be will be....

    Did you whitelist the URL's you're trying to reach?

  • I've isolated that this is a Canvas+ issue, when compilling using Webview+ everything works as expected...

  • saf I had the same problem. Doesn't seem to work after export. So I used set volume to -100 to simulate mute and 0 for not muted and that works well. But there are other solutions you can use if it suits better.

    Thanks for the quick reply. I'm confused why the sound effects (jump sound, power-up etc...) get muted and the music doesn't. I'll try to work around it but would really like to understand why this happens...

  • I added some music to my game and added mute button with "Toggle silent" functionality. The thing is, after compiling the APK with Cocoon.io, the button mutes only soundeffects of the game but not the music? It works when previewing project in C2, but after installing the apk on the phone it doesn't mute the music...

    Anyone had similar experience?

  • COCOON.IO solved ALL of my performance issues... I prefer Intel's UI and "All in one" functionalities, however Cocoon is way faster and consumes less CPU.

  • You know for such a simple concept -- essentially a chasing game -- it's....surprisingly addicting! Props to your good execution.

    The enemy chaser (what is that thing?) has just the right settings to be fair, I didn't find myself dying for other reasons than my own slip-ups. I like the progression from solid blocks to jump-thru to destroyed, and the random shifting of blocks into death blocks is a neat idea. All the expected powerups are there, which is nice.

    The whole experience could definitely be improved with some catchy 8-bit music though, if you're still planning to work on these non-performance areas of your game it would be great. On that note, I think that the player sprite could certainly afford to be....less simple. I mean, the enemy sprite is more detailed.

    Because I'm a technical dimwit I don't have much feedback on the performance, just that it works perfectly smooth on my Toshiba laptop (which lags even when running Cave Story) so it's all good over here.

    Overall, great gameplay design -- whether or not you continue to polish this game, I'll be on the lookout for whatever you develop after this!

    Oh and question -- how did you nab a website just for Super Nut Chase? Do you really have to pay for a web domain and all?

    Glad you like it I definitely spent most of my efforts (once the game was playable) on optimizing performance.

    Regarding the music, I definitely plan adding some music, was thinking buying some 8bit music online since I have no exp composing 8 bit music

    I also have an idea (would like to hear some feedback) for couple of more powerups and enemies, for example adding a powerup clock that would speed up timer, but if the enemy picks it up it would slow down the timer, also some pickups that would make all the blocks jumpthrough, other one that would reset all the blocks, etc...

    I also want to make some basic unintelligent enemy sprites that would just go left/right on the platforms, the ones you could jump on to destroy and then they would spawn some of the new powerups... Some "notifications" would also be nice like "Speed lvl2" if you pick up two speed pills in a row, or "Speed lvl3" if you pick up 3 speed pills in the row (pill effect would stack up and make you even faster, jump higher, or make shield last longer)

    I did have plans to integrate some "achievement unlocks" (like "ran for 1000 sec", "fell of screen 100 times", "picked up 100 pills" etc...), and also would like to make a multiplayer version (one player is the chaser (that is Unicornman ) others (maybe up to 4 players) are the Nut).

    I just don't have that much spare time to learn and test all the things I have imagined (maybe during summer holiday)... Will publish one thing at the time. I also plan launching iOS version. You said you played web version on Toshiba laptop, did you try the Android version?

    Regarding the site, it is hosted on a free hosting platform Hostinger.hr, I used a free template, only thing I paid for is the domain.

  • OK, so I switched to Cocoon.io and the performance went up 300% No more low FPS, CPU rearly peaks over 30% (up to 80 on Intel XDK)... Anyhow, would like to hear feedback regarding performance...

  • Any other analytics solution except GA? Any expiriences out there?