shane's Forum Posts

  • https://play.google.com/store/apps/details?id=com.crazycoin.android

    It's only on Android atm, but I am gonna get a web-based version up (with Google Play connectivity) early next week, hopefully.

    [attachment=0:23x3leif][/attachment:23x3leif]

  • Just a reminder: since you are going to be editing some javascript files here, if you ever update C2 or the CocoonJS plugin, you will have to make these same edits again (or end up suffering from issues/bugs).

    Step 1: Navigate to the cocoonjs plugin folder (should be at --> C:\Program Files\Construct 2\exporters\html5\plugins\cocoonjsads)

    Step 2: Make backup copies of both edittime.js and runtime.js.

    Step 3: Open edittime.js and runtime.js (I use dreamweaver, but you can also use notepad).

    Step 4: Follow the pictures below (the lines of code are in bold below the pics for an easy copy/paste).

    [attachment=2:37xwugfw][/attachment:37xwugfw]

    AddCondition(31, 0, "Is Signed In", "Social", "Is Signed In", "True if the user is currently logged into the Google Play.", "isSignedIn");

    [attachment=1:37xwugfw][/attachment:37xwugfw]

    this.isSignedIn = false;

    Cnds.prototype.isSignedIn = function ()

    {

    if (this.socialServiceInterface.isLoggedIn())

    return true;

    else

    return false;

    };

    self.runtime.trigger(cr.plugins_.CJSAds.prototype.cnds.isSignedIn, self);

    [attachment=0:37xwugfw][/attachment:37xwugfw]

    I hope this makes sense. You may have to make another copy of the 2 files onto your desktop and edit the files from there (in my case I cannot make edits directly from the cocoonjsads folder).

  • It is a shame they don't have this condition added already. I don't even know any javascript and I was able to fix the problem. You'll need to modify the cocoonjs 'edittime.js' and 'runtime.js' files. I looked at putting it on the ludei/cocoonjs github page but I can't figure the damn thing out and have no patience for it...

    I will post some screenshots of what you gotta do. It's not much. Just keep in mind that if you ever install an updated version of C2 or cocoonjs plugin, you will have to add the lines again or you could have issues. And make sure to back up the original edittime.js and runtime.js files before you tinker.

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  • My first app took like 2-3 days to show up in the Google Play Store. Just need to be patient. The time it takes can vary quite a bit!

    As for iOS publishing... I have not done it, but you do need a developer account with Apple. It costs $100 per year or something.

  • I like it. Well made!

  • Sorry I am kind of tight on time at the moment... I will have to give it another shot later.

    What I am trying to do is use a bullet behaviour for the tokens. On click, the token would first "bullet" to the new "X" position, then "bullet" to the new "Y" position (so the tokens move in 4 directions only). I suppose this could be done with 8-direction also. I guess it depends on your preference (and what other things the game will be doing).

    Perhaps you will end up figuring it out before I get back to it =)

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  • I can try to help, I did something like this a while back. Are they supposed to move after clicking on a spot, or move with the arrow keys, or ?

  • Just finished a pretty big makeover of the game (in my opinion anyway lol). Here are a couple new screeners for the start and end of the game. I used some of the goodies from the new C2 asset pack, too.

    Link to game in Play Store: https://play.google.com/store/apps/details?id=com.dinobuster.android

    [attachment=1:1ebiybec][/attachment:1ebiybec]

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

    Thanks =)

  • Cool, I like it.

  • Is the path a straight line? What type of behavior is the enemy sprite using?

  • Glad I could help! Good luck with the game =)

  • Is the 'origin' for each frame/animation set to the bottom?

  • Those events work for me... perhaps the problem is in another event not shown here...?

  • Strange... it sounds like an issue with the jumping itself, but it's hard to say. Does the jumping work if you don't change any animations? Maybe take a screenshot of the relevant code and post it here.