ssusnic's Forum Posts

  • This is great, currently there are plenty of scores saved in my Pick Up Sticks Scoreoid leaderboard but I'm displaying only top 20. So it works, but it seems I should extend displaying highscore somehow!

    rfisher: I don't care if it is not working in IE9! But for me, it works quite fine (in fact the best of all browsers) in the last Chrome so I'm not not sure what to think about your notice?

    dinofun: yes, I'm using iframe to load .php script from my server and in that .php script is written code I got from ad networks to fetch their ads. But I'm not using Google ads because I'm not sure about their policy which says there are no ads in any dynamic content to avoid accidental clicks!

  • Play here updated version of Pick Up Sticks game on your desktop or on your iOS device (and probably on other mobile devices with html5 support but who knows?):

    http://m.askforgametask.com/games/pickupsticks/

    I succeeded to embed mobile ads and Scoreoid highscore system in this game by using my own plugins written for Construct2 tool.

    Read more about this game here!

  • I also wrote on your facebook wall yesterday there is a touching problem on iPhone when I use r92 version, but also I'm not sure if everything is ok with drawing objects because I'm getting something different displays when the same game is shown on iPhone by r90 or r92 version!

  • I have another problem with fullScreen mode in Chrome. I would like to resize a fullscreen-mode game and put it inside <div> tag so that I can add other html elements around it (in fact I want to use the same code of a fullscreen game for mobile and desktop version). To do that it is needed to change cr_sizeCanvas() function inside index.html in the next way for instance:

    function cr_sizeCanvas()

    {

    var w = 300; //jQuery(window).width();

    var h = 400; //jQuery(window).height();

    ...

    }

    Result:

    1.) in Firefox all works fine - the game is correctly resized inside <div> tag of size 300x400

    2.) in Chrome the game canvas is copied all around browser window (for instance if browser window is 900x800 then there are displayed 6 game canvases (3 columns x 2 rows) )

  • Good point! I'm not sure but if I understood well tutorial about uploading to the Scirra Arcade then WebStorage, AJAX, Browser and Facebook plugins aren't allowed also and these plugins come with Construct2?

    So for instance I can't upload my games there because I need to add URL's in Credits section by using Browser plugin.

  • OK, thanks a lot.

    I'll try to keep it the best as I can. I'm planning to add 3 more parts of this tutorial.

  • <center></center>

    Here is my first HTML5 game made by Construct2. In fact it is a conversion of my the most viewed and played flash game Pick Up Sticks.

    <center>

    Play Pick Up Sticks

    </center>

    The game is also playable on iPhone but without sound support of course. I tested it on my device so it is really working on iPhone pretty nice! To install it on your iPhone enter this URL in Safari Mobile browser:

    <center>

    http://db.tt/ZNgrnKmU

    </center>

    then tap a button "Add to Home Screen" and restart the game from the home screen to play it in full screen mode.

    I'm also planning to write a tutorial how to make this game by using Construct2. If you are interested in it, here you can read the first part of this tutorial:

    Tutorial: How to make Pick Up Sticks game

  • Well this is a question about how to use WordPress. I think you should find answers about using WP on its official website!

    But anyway, after you login to your WP Dashboard and if you edit your post or page, you have there an editor with two tabs: Visual and HTML. Choose HTML tab and you can manually enter any html code.

  • I think it allows because it is working for me on my WP website without any plugins (I manually entered iframe tag to a post/page).

    Who doesn't believe, here is a link:

    http://www.askforgametask.com/html5-games/pick-up-sticks

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  • Try to add <iframe> tag in HTML code of your post/page. For instance, this is how it works fine for me:

    <iframe src="http://dl.dropbox.com/u/99999999/xxx/index.html" width="320" height="480" style="margin-top: 15px; margin-bottom: 15px; width:320px; height:480px;" frameborder="0" id="MyGame" title="This is my HTML5 masterpiece"></iframe>

  • Well OK, but for instance, I converted .capx to a project and I got X number of images for every frame per sprite named like 001, 002, 003 and so on. This is unusable to me instead of to have all frames of a sprite in one image. Maybe I need to make a new project from the start?

    Anyway I don't see why should be a problem if you move or rename folders of objects. A user is responsible for that and must be informed to not change names of files and folder structure if want to update them. In that case there can be displayed a message "Error, can't find image to reload it".

    I'm just suggesting some improvements to things I found as a difficulties to me in a work with C2. At least, "Delete all frames" option would be also welcome.

  • OK, but if you have small project in .capx file you can organize your resource files in "Assets" folders on your disk and reload images from there when this would be possible.

  • I think this method with sound sprites on iOS is already discussed here:

    LINK

    I tried it on my iPhone and it works fine but I'm repeating here that there is still a problem with sounds on iOS in offline mode because there are no caching audio on iOS!

  • Well yes I'm using .capx file, but I am afraid this is then pretty limited option and not working as I expected.

    Isn't possible to add to each sprite object inside .capx a reference to their image file on disk? So then this objects will know location from where to reload image.

    Now for any change on an image, I must firstly delete all frames manually because there is no "Delete all frames" option (and here I can't delete the last old frame before loading any new frame!!!) and then reload image with changes (and here I must define how many frames per image there are again and again). So I think this is pretty annoying if there are many frames per sprite object.

  • It's not a serious problem, I'm only reporting what I find.