wgfunstorm's Forum Posts

  • In the first release I ended up using $.getScript(url, callback) to do remote loading, because like you said it takes a little to load and I like the built-in callback.

    But what's the advantage of not having a local fallback?

    By copying the method from Facebook I meant how the channel.html file is included locally. I thought remote loading + local fallback would give the best of both. If there's no option for what I want yet, that's cool it's not that important.

  • Scoreoid is pretty cool, but I prefer Playtomic. <img src="smileys/smiley17.gif" border="0" align="middle" /> I have loads left to improve for this plugin, and barely support something like 5% of what Playtomic can do so I just don't have enough time to split it between 2 plugins. Besides, you sound more experienced than me! I don't think JavaScript is harder than As3 (hint hint!) <img src="smileys/smiley20.gif" border="0" align="middle" />

    Playtomic can do leaderboards btw, which I probably will add at a later point when I need them in my game.

    Also Ize makes a good point!

  • What I want to do:

    • make a plugin
    • that tries to load a script from a remote location (to save bandwidth)
    • but if it fails loads a remote version instead

    I think this sort of thing is fairly common... I've seen it done with Google Analytics a lot. Even C2 does it with jQ. I'm asking for my Playtomic plugin.

    The problem:

    To include the local version of the script during export I set dependency in edittime.js's GetPluginSettings (I copied the method from the Facebook plugin). However this also automatically adds it to the HTML therefore making the remote loading useless!

    What would help me is a way to include a script during export, but NOT automatically add a <script> tag for it to the html.

    I couldn't find anything like this using the search or manual.

    Ideas, suggestions, etc please <img src="smileys/smiley1.gif" border="0" align="middle">

  • <font color="red">Disclaimer: this plugin is no longer supported!</font>

    <font color="blue">If you are looking for a replacement I recommend you use the excellent Clay.io instead!</font>

    Unfortunately Playtomic always had big reliability issues, and now their future is very uncertain. I wish them the best, but I had to make the hard decision to stop using them because it just wasn't working well enough. This plugin is no longer supported. That means there will be no more updates, I won't fix anything, and if you have questions unfortunately I won't be able to help you anymore.

    When I work on a new game, one of the first things I like to do is start recording some metrics. They can give you amazing insight into the ways in which your changes to the game are affecting players. And the earlier you can start recording data, the clearer those trends become.

    Playtomic is a metrics service that I?ve used in Flash games and been very happy with, so it was one of the first things I missed in C2. Good thing there?s the plugin system to the rescue.

    Download / Instructions / Tutorial

    Get it from our website:

    http://www.funstormgames.com/blog/playtomic-for-construct-2-plugin/

    There's also a step-by-step tutorial for adding leaderboards that can be found on our blog or the tutorials section.

    Latest Version: 0.3 (now with online level saving/loading!!)

    This is just a super early version. I wanted to get a lot more features in, but it was enough trouble getting this far so I will save those headaches for a later day!!

    Actions

    <img src="http://i.imgur.com/DqJ3I.jpg" border="0">

    Conditions

    <img src="http://i.imgur.com/8xV5B.jpg" border="0">

    Expressions

    <img src="http://i.imgur.com/utZYD.jpg" border="0">

  • Good point, can't believe I missed that in hindsight.

    I like your suggestion better than mine!

  • Not 100% sure if this is a bug, but the 'first layout' property does nothing for me when I click 'Run layout'. It does work if I export.

    I think it would be useful for the preview because that's when I often am working on some specific layout but still want to test the game as it would be played normally.

    Win7 x64 Chrome C2 r71

  • Yea, no rush. Thanks! :)

  • Setup:

    C2 r71 Win7 64bit latest Chrome

    Project has a touch object with mouse input enabled.

    Expected:

    • Is in touch returns true if mouse button is down.
    • Is touching object returns true if mouse button is down and over object.

    Actual:

    • Is in touch always returns true.
    • Is touching object always returns true if mouse if over object.

    Demo file attached. Requires touchmouse plugin to demonstrate expected behaviour.

    capx link

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  • Thanks, look promising I'll download and give it a go!

  • Thanks! Super useful! My current project has gone down ~50 or so events & actions after I started using this.

  • Okay, thanks for the insight. I hope you become successful enough that this conversion can be included some day. Especially since C2 is otherwise so beginner-friendly that I think it would be a valuable addition not having to go through another program.

    I always use WAV when possible.. but sometimes it's simply not an option because I don't have access to a WAV version. <img src="smileys/smiley26.gif" border="0" align="middle" />

  • Here's a little experiment I made:

    Shoofel/

    If someone wishes to make a game out of this or co-op on this, let me know and I'll supply the source.

    That was actually pretty fun in a quirky sort of way. The controls are super weird and difficult (end & delete.. wtf??) but that's what made it fun/challenging. Reminds me a little of games like QWOP where the gameplay is mainly about wrestling with the controls.

    I bet with practice you could get really good at it <img src="smileys/smiley32.gif" border="0" align="middle">

  • Awesome!! I wish I could duck to avoid enemy bullets though!

    The boulder was a really nice touch. However it still killed me when I touched it after it had finished rolling which was a little strange. If you shoot the boxes across from where the boulder falls down and then jump across you end up back at the beginning of the level.

  • Thanks, but I'm still a little confused.

    There must be SOME mp3 support because C2 was able to convert my file from mp3->aac. I tested the converted aac file in Winamp and it plays fine.

    I know that C2 can't PLAY mp3, it's just the converting I'm interested in. I'd really like to avoid complicating my pipeline with audacity etc since I'm not the audio guy and all the placeholder files I'm adding will be replaced by my audio pro later (who will handle conversion for those).

    Still hopeful I'll find a way to do it directly in C2 <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I have an mp3 file that I would like to play, but I am running into some trouble with C2's Ogg & AAC converter. Unfortunately I only have the file in mp3 format, so can't try importing it as a wav.

    I did a search and couldn't find anything that helped.

    The file I want to import:

    incompetech.com/m/c/royalty-free/index.html

    The error I get:

    <img src="http://i.imgur.com/VLXZW.jpg" border="0" />

    If I can't get it to work in C2 I'll have to find an external converter but it would be much more convenient to just import directly.

    Any ideas what I should try? Can anybody try importing the mp3 into their project and tell me if it works?