Toby R's Forum Posts

  • I've just uploaded a game for Rikoshe Mobile Game Jam. It is a first time I was uploading to Scirra Arcade, ale there are many bugs.

    1. Instructions fiels is required to have at least 30 charactes. I've placed some instructions there but nothing is visible on my game's page.

    2. Any tip button (the orange one next to each field) redirects to an empty page where only title is displayed and not content.

    3. There is a checkbox to accept Terms and Conditions. It's also a link, but after clicking on it it redirects to an empty page as well. So yes I read the TaC (there was only the title) and I accept it

    I've checked that on Chrome and Firefox, both while logged in and not. Same result.

    EDIT: This is how I see it

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  • Hmmm... that's actually a good news. Thanks newt!

  • In the manual states:

    [quote:nhjugv5h]Different browsers use different storages, so data is not shared between different browsers on the same computer - each browser has its own unique storage.

    I think it was unique per game as well before(?). Now I just checked my second game with debug mode and when I lookup the LocalStorage object, it contains data from my other game.

    Is it a bug or should we always give some unique prefix per game? Or is it only an issue on localhost?

  • 1. ok

    2. Click on the Cordova IAP plugin icon. Now check the properties tab. There is "Android application license key" property. You have to paste there your license. You will find it in the GDC.

    3. You cannot test IAP with APK directly from the Intel. You have to publish it first to Google Play, download as tester etc. If you have your app released already to the public and you want to test new features, then put your new APK as Beta/Alpha test APK. Only people from your testing group will get this update.

  • The problem is that Ashley (the one who is building C2) is bussy now with creating Construct 3. He does updates and things around C2 regularly as well, but everybody are waiting for C3 and making new official plugins isn't in the scope at the moment I think.

    However there's a lof of plugins made by experienced guys which don't bring any compatibility issues. Especially such a simple plugins like "move to". If I'm not mistaking Rex did one like that.

    "Move to" was requested several times already, but for now we have to use "move forward" and "move at angle" which is actually enough... just a bit more eventing. Or again... you can use a third party plugin.

    Regarding the "manual path" plugin. I think I saw this once as well. You would have to dig a bit in the forum. But as OTB there is no such thing. Only automatic pathfinding.

  • Without the capx or screenshot it's hard to say.

    1. What are the names of your products? Aren't they any fancy? I mean some special letters? Spaces?

    There was a topic someone struggled with IAP a lot and then it turned out his product name was something fancy and Google couldn't read it. I don't remember the exact rules but to be safe I always use small letters and underscore ("premium_product_1" etc.).

    2. Have you set your Google app licence into Cordova IAP plugin settings?

    3. Are you trying to test the IAP with the APK from Intel XDK directly or from Google Play?

    To test IAP you have to send APK to Google (for alpha testing for instance), then download it as tester and try it out.

  • Relying on UID is not the best idea. The trick with instance variable works very well.

    In the example LaDestitute gave you actually check if the clicked object is the one you need. If you want to grab the instance directly from any place use the following:

    System > Pick by comparison

    first argument: spriteFont.instanceName

    second argument: {the name you set manually}

    Just be sure you have each instance name unique. Or it might be useful to have some of them named the same. For instance let's say you have a "credits" section in your game which is very long. You want to pin them to some drag&drop background sprite so user could scroll and see all the credits. Then you might set all the spritefonts instanceName value to "credits" and then pin them all with one event to the sprite.

    So basically with the instanceName variable you can pick the distinct instance of an object or some group of them.

  • No it is not possible at the moment in C2 AFAIK. It seems to be a nice feature C3 could have. For now it's just wise to have a separate layer for each parts of layout like menu, playerGameplay, HUD etc. so you can disable unwanted layers and make an easy selection with your mouse.

  • Because JS is just a text which is read/parsed by the browser or other interpreter to execute commands. JS is not a language which gets compiled in the end - it's being interpreted. It's just a remote for the technology.

    There is a new standard for the markup language as well and it's cool. It's more semantic than XHTML 1.0 strict or any other previous version... but there is also a canvas and other features which make HTML5 a technology.

    BTW with JS you can do more then web control.

  • saiyadjin the technology is called HTML5. You code it's functionality with JS.

  • it will come out soon so everybody can do it's own test. Mine wasn't official or anything. Just tested my app for myself and thought I'd share my results. It may also behave differently on various mobiles obviously.

    no I don't. Just know it will be very soon, but what that means nobody knows I guess.

  • I have tested Webview on Android 5+ with two games and it was still much slower than Crosswalk. Iwrote that in different topic. The comparison of Webview, Crosswalk and Canvas+.

  • I'm surprised this wasn't annouced here by anyone yet.

    AirConsole started a contest http://developers.airconsole.com/#/competition-2016-01.

    Main price is $1500.

    There is a plugin for Construct 2 plugin-airconsole-local-multiplayer-for-your-game_t167377

    Haven't tried it out yet, but this technology looks awsome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Maybe this thread can be summarized to point:

    Construct 2 is a HTML5 engine and that's all it is. You can't export anything else.

    HTML5 can be wrapped so, that it's possible to run in devices like stand alone apps, but it's still a browser.

    Construct does that very well, but it shouldn't pretend to be anything else.

    If you seriously want something else, maybe it's time to move forward

    Construct 2 is a HTML5 engine which can export only to HTML5 and all the rest is wrapping. That is a fact, but is it an issue in itself? No. It gives possibilities.

    Construct 2 does not to pretend to be anything else. It is stated that it is an HTML5 event based engine with possibilities to export your project built in C2 to various platforms. And that is true as well. It is not stated that it is flawless. Nothing is flawless. But I wouldn't say that C2 pretend to be something that it isn't. And comparing software to the "bike" from the shop is simply stupid.

    It gives a lot of frustration sometimes, especially when the third parties fail, but after all:

    Facts:

    1. C2 is the best HTML5 engine there is.

    2. C2 is the easiest game engine there is.

    3. C2 is used by many companies. Even if not for end product then for prototyping, cause there is no engine you can build an app faster then in C2.

    4. I read several times people said "I tried many engines and I always back to C2". It's not for no reason.

    5. It is possible to convert C2 app into an app for Android, iOS, Desktop. That is a fact and there are tons of proofs on Google Play, App Store and Steam.

    6. Many people earned a lot on apps made with C2 - just check Steam etc.

    7. More than 90% of frustrations is related to the performance of mobile apps. But this won't be an issue in the near future - you know that.

    I understand the frustration. I am mad as well pretty often. But how can you say that they pretend to be something there aren't? I haven't found a one lie on the main page. Unity and other engines have some bugs and fixes regularly as well and they are not putting on the main page "WE ARE BUGGED AT THE MOMENT!".

    I'd say C2 has a bad time recently cause of third parties issues. I also said on several posts recently that "I have a bad timing with releasing my app" because of Intel and Cocoon issues. But it wasn't always like that. Once they fix the criticals there is again a "good era".

    Intel XDK is releasing CW16 soon which will improve performane very much. And Andy is working now on templates for CocoonIO to show how we can implement custom cordova plugins which will allow to get rid of some permission requirements. So fixes are comming. People are working.

    I am not with Construct from it's beginning but I am sure it is a much more proffesional tool and with many more possibilities than it was at the beginning. And it will be better every year.

    "You can do good things for a whole life, but if you fail once - this one will be remembered". Be fair guys. Go check other engines. That is fine. I do it myself for various purposes and I see nothing bad in this. But sh***ing on what is written on the main page and comparing software to the bike is just foolish.

    Do they give you updates and new features to your bike regularly and for free? Oh... welll...

  • GODOT engine looks great but lacks any kind of mobile monetization options.

    That's a shame

    Monetizing game (In-app or Ads) and Google Services