Vlakdo's Forum Posts

  • Hi Ashley, effectively that has solved the problem and I can use the plugin, I appreciate your help and support. A greeting.

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  • Hi Ashley, I have managed to port and install the plugin without problem, but when I use it in the project it does not appear in the list to add new object:

    Installed:

    It does not appear in the list of object types:

    Should I do something extra to be able to use it?

    Thank you.

  • Ashley, yes, I have it in each of the places where I should go:

    In plugin.js:

    And as a measure to see if it solved the error, use it also in the constant "const PLUGIN_CLASS =" in the corresponding files:

    In type.js:

    In instance.js:

  • This also happens if it can't find the file. Perhaps you forgot to add it to the file list, or it's in the wrong location, etc. You can also backtrack using a working template and slowly modify it bit by bit until you find out which step is not working.

    Hi Ashley, the file is currently in the file list:

    In addon.json:

    And physically it is also in the corresponding folder:

    But I will try a different template. Thank.

  • Hi, I did the job of porting a plugin that I use in C2 to C3, after installing it and refreshing the window it shows me the following error:

    "Reason: Error: failed to load addon name language string for addon 'LolIdPlugin' - check the base key in the language file JSON is the lowercased plugin ID: "lolidplugin""

    The strange thing is that the ID in the language file "en-US.json" is in lowercase, as seen in the following images:

    In addon.json:

    In en-US.json:

    I can not identify what is generating the error. Please can someone help me. Thank you so much.

    This is the complete error message:

    Error report information

    Type: unhandled rejection

    Reason: Error: failed to load addon name language string for addon 'LolIdPlugin' - check the base key in the language file JSON is the lowercased plugin ID: "lolidplugin" Error: failed to load addon name language string for addon 'LolIdPlugin' - check the base key in the language file JSON is the lowercased plugin ID: "lolidplugin" at window.ǃkEP.ǃkxt (https://editor.construct.net/r148/main.js:63:93605) at new window.Plugin (https://editor.construct.net/r148/main.js:63:105963) at new window.ǃkFi (https://editor.construct.net/r148/main.js:63:112040) at Function.ǃk.ǃm (https://editor.construct.net/r148/main.js:2:126393) at o.ǃHE (https://editor.construct.net/r148/main.js:82:35643) at Object.ǃQNj (https://editor.construct.net/r148/main.js:82:36053) at n (https://editor.construct.net/r148/main.js:2:197599) at t (https://editor.construct.net/r148/main.js:2:197384)

    Stack: Error: failed to load addon name language string for addon 'LolIdPlugin' - check the base key in the language file JSON is the lowercased plugin ID: "lolidplugin" at window.ǃkEP.ǃkxt (https://editor.construct.net/r148/main.js:63:93605) at new window.Plugin (https://editor.construct.net/r148/main.js:63:105963) at new window.ǃkFi (https://editor.construct.net/r148/main.js:63:112040) at Function.ǃk.ǃm (https://editor.construct.net/r148/main.js:2:126393) at o.ǃHE (https://editor.construct.net/r148/main.js:82:35643) at Object.ǃQNj (https://editor.construct.net/r148/main.js:82:36053) at n (https://editor.construct.net/r148/main.js:2:197599) at t (https://editor.construct.net/r148/main.js:2:197384)

    Construct 3 version: r148

    URL: editor.construct.net

    Date: Thu Jun 06 2019 21:15:09 GMT-0500 (hora estándar de Colombia)

    Uptime: 3.4 s

    Platform information

    Browser: Chrome

    Browser version: 74.0.3729.169

    Browser engine: Chromium

    Browser architecture: (unknown)

    Context: browser

    Operating system: Mac OS X

    Operating system version: 10.14_5

    Operating system architecture: (unknown)

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_14_5) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/74.0.3729.169 Safari/537.36

    C3 release: r148 (stable)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Intel Inc.

    Renderer: Intel HD Graphics 4000 OpenGL Engine

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 255.875

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • Magistross Thanks, it worked very well!

  • Hello everyone, my client has in his database a large amount of saved images in base64, I need to upload these images in different sprites in the project, but I can not find information on how to achieve it.

    Please someone could share information on how to achieve it, or if there is a plugin that can be used. Thank you so much.

  • I played it now.

    I get that screen Play with friends.

    But the 'Play with friends'-list , it is the friends you have that are already playing the game. This list you can access using getConnectedPlayersAsync( )

    Then they have the button Invite More friends, but that is just for the SharePayload with INVITE.

    They do not have any functionality to include the friend list.

    It is correct fredriksthlm with getConnectedPlayersAsync () I have the list of friends that have used the game and with this I can implement the functionalities that are required with this data. Thank you!

  • Basketball FRVR was one of the first games released. They were on the closed beta, built with other SDKs than we use now.

    But when I play the game now, I cannot verify your screenshots. When I test the game now on both my android and iphone, they use the built in Invite-functionality. Where you can send invite to your friends.

    And that function can also you use.

    You're wrong, I've had the opportunity to confirm with FRVR and they using the current version of API v6.0+ in all their games, this version does not include this UI by default, so they built custom designed interface, creating a interface visually similar to the one used by the API in its versions 3.0.

    And if you can check, if you play this game or other games published by FRVR or other developers you will realize that if this functionality is implemented in their game, these captures with current.

  • > It is possible to extract the list of facebook friends to use in an instant game or invite challenges?

    >

    Why would you need to extract it?

    you can attach the invite button Facebook instant games comes with! automatically prompts the user to choose a friend and invite it to the game, however, the friend list will never be available for developers to see or download users friends as a list ... for various privacy reasons.

    For example, I would like to do this:

    1)

    2)

    3)

    This works in a custom designed interface of the game.

  • It is possible to extract the list of facebook friends to use in an instant game or invite challenges?

  • Thank Mimiste!

  • Hello Mimiste, thanks for this great contribution, I want to ask you if the plugin is working well in the latest version of construct 2 (Release 250) and Scorm?

    Thank!

  • Ashley, That was the problem, thank you very much for your help!

  • Hello Mimiste, thanks for this great contribution, I want to ask you if the plugin is working well in the latest version of construct 2 (Release 250) and Scorm?

    Thank!