VIKINGS's Forum Posts

  • I suggest you check out this video mate, should answer most of your questions.

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  • In the end, thanks to some much needed help from rexrainbow I got it working. Here is his example capx, in case someone else should one day need it. Maybe this should be added to the How do I FAQ Ashley ?

    https://www.dropbox.com/s/l704gvyeaewwq ... .capx?dl=0

  • Bump. Anyone?

  • Hello World,

    So I plan on making my game fremium, supported by ads but I olso want to give people who hate ads the option to just pay a small sum(IAP) and then the ads are removed for them. Now as some/most of you know that comes with certain limitations: a) If the player uninstalls the game and then reinstalls it at a later date he has to pay again; b) If the player installs the game on another device he has to pay again to get rid of ads for that device.

    So I was thinking that instead of the customer getting an item or something when he uses IAP that he then activates to remove ads(this option would have the above limitations), he will get a personal key(similar to a cd key or a steam key) that he can activate.

    So I would then have an event when the player inserts the key the event compares it to a bunch of keys stored in an array maybe or dictionary(would any of those 2 be appropiate for this?). If the key matches any of the stored keys the event sets a global variable from 0 to 1. As long as that variable is 1 no ads will be displayed.

    That way it won't matter how many times he reinstalls the game or on how many devices he installs it, he can just insert the key again after each install and activate non-ads.

    That seems like it would get the job done, or am I missing something? And yeah, I know some people might be as***les and put their keys on the net so everyone can remove the ads, but I got to have faith that most people will be decent consumers. If not then I just won't use this system in any future games.

    So, please share your thoughts guys, thank you.

    LE. This would olso be very important to me because I plan to kickstart the game, and I don't want the backers to be like "I payed you money in advance, and now I have to put up with ads too?!" They would get a key right from the start.

  • Yeah, I know, I've read that a couple of times before Apox . But like I said, what is the point of having any type save game if the only progression in my game is the score which(unless I am wrong) is automaticly saved on the could, not on the device itself?

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  • Thanks Vikings but in case I did do this on mobile can i actually have it where the player is moving the rim around with his thumb pressing on the rim image on the touch screen device instead of having control direction arrows displayed on the screen ?

    I'm sure you can, but I don't know enough about touch controls yet to advise you on how to achieve that.

  • Hello World,

    Since the only progression in my game is the score which will be saved to and retrieved from the web(that is if I ever manage to learn how to integrate gamecenter in my game) is there any point in using a "save game to slot" event when the player quits the game(and by this I mean closes the application entirely)?

    Thank you.

  • You're right, I suppose I forgot to state my goal. What I want to know is which of those 2 is better optimization wise guys, so that the game runs better, is smaller in size, etc.

  • Correct me if I'm wrong guys, but couldn't he just upload it to the scirra arcade then give people the link to play it....?

  • I think you're confusing animations with movement lilvee1989 . What you want to do is use on key pressed(if you're making a game for pc) or on touch(if you make for mobiles).

    So in your case it would be something like

    Event: on left arrow pressed

    action: set basketball position to (basketball.x-20, basketball.y)

    Event: on right arrow pressed

    action: set basketball position to (basketball.x+20, basketball.y)

    Modify the 20 to whatever you want, depending on how far you want the ball to move. Hope that helps, if you have anymore questions let us know.

  • Hello World,

    So I'm working at the menu and I have 2 ways to design it from what I can figure, but I'm not sure which is the best way to go. Can you guys please give me the pros and cons of each?

    Option 1:

    The game loads and the first menu layout appears. It has some buttons let's say "start game", "options", "credits", "quit" etc. If you press start game you are taken to a new layout that has other buttons(level 1, level 2, back, etc.) you get the idea, almost each button you press takes you to another layout that has it's own buttons and you just keep going from layout to layout. All buttons, images, etc. are positioned by me in advance.

    Option 2:

    Only 1 layout for the menu, all buttons, images, etc. are placed somewhere out of view from the begining and I just use create/delete events to draw the buttons when and where I need them. For example when the game loads I have event on start of layout create object "start game"(at pos x,y), create object "options", etc. If you press start game then I have event delete object "start game", delete object "options", etc. and event create object level 1, create level 2.... You get the idea, right?

    I'm sure the are better ways to design your game and I'll proly learn them in time, for now I'd appreciate it if you just help me choose between these 2 guys as there already is a lot of info swirling around inside my head and too much more would just confuse me. And I hate being confused.

    If I didn't explain things well enough please let me know and I'll try to be clearer.

    Thank you all very much.

  • I know that Ashley , which is why the first thing I did after reading it was to ask if that problem was still current. And because of how I formulated my question(there where some things I didn't understand back then that I get now, I'd rather not go into details) someone answered yes and it just stuck with me ever since. :faceplam:

    Anyway, thanks once again for your help guys.

  • 1. Great, thank you very much Ashley

    2. Here is one of the topics I read at that time and where I got the idea from.

    But after reading it again now it seems that they where talking about older versions of iOS, forgot about that.

  • 1. I don't think you understand vagaev, the game already is a cocoonjs project. My question is can I export it as PhoneGap and have it run without problems and have everything working? Or do I have to create a "new empty project", rebuild the game, and then export it as phonegap?

    2. Glad to hear it, thanks.

  • Hello World,

    I have 2 questions concerning the news in the iOS 8 blog post.

    1. If I remember correctly when I created my game I choose "New cocoonjs project"(thats one of the options the C2 version had at the time), now that my game is almost done if I choose the PhoneGap option when I export it will everything work ok? Please don't tell me I have to start a new blank project and build my game all over again...

    2. All the framerate improvements the blog post talks about are all fine and dandy, but has there been any work done on the audio side? When I started my game I remember reading a few topics about the fact that the safari browser can't play 2 sounds at the same time. Think Mario, background music + sound when you pick up coins. Is that possible now?

    Thank you very much guys.