Windwalker's Forum Posts

  • Hello all,

    After a day long search of c2, cocoonjs and facebook developer page documentation and forum posts, I think I am now eligible to ask this directly.

    Can I use the facebook object in mobile app, especially to share player score (not neccessarily scoreboard)?

    Cocoonjs doesn't seem to support it. I have tried it myself to no avail. I have enabled facebook extension from coconjs compilation page, added facebook object to my game, prepped the facebook developer page, enabled android usage but in the game, when I want to post, nothing happens. Current tutorial on cocoonjs made by Ashley already says this is not supported, anyways...

    To make sure I did not make a mistake, I tried the same game in html5 export and it works perfectly.

    Is there anything else I can do from c2 or cocoonjs side to make this work?

    Does crosswalk support the official facebook object of construct 2?

    I did use the browser objects go to url function to create a post on facebook, and it works, however it is a child's play to cheat with the score you are sending in the post. One just needs to edit the url and can post any score they want. Is there a way to circumvent this?

    I cannot post an image without using facebook object; facebook does not accept the canvas screenshot url I put in the browser objects "go to url" function to make the post. Has anyone achieved this?

    After a good week fighting to be able to put the game in the android market with advertisements, it is a little bit sad to not be able to use most basic of social functions in an easy way. I feel like this is hampering c2's potential a little bit.

    Either that, or I just failed at making this work. Please help.

    Regards;

    Wind.

  • Hello all,

    Tonight one of our games has been published on Google PlayStore. It was a side-project to our current master project which we started to throw off some steam but it suddenly got momentum. We used to play this game on pen & paper in high school and we decided to give it a go. Next morning we had 20 levels and some nice mechanics going on.

    You can check it out here:

    https://play.google.com/store/apps/deta ... gn.hundred

    UPDATE:

    After months of work and battle with life, we have been able to

    +Improved graphics

    +80 levels

    +Tutorial

    +Online scoreboard

    and many other improvements on our game. We also changed the name to 100CUBES!

    See below what it looks like:

    As always, thanks to Scirra for their awesome game engine, Tulamide for support and some sound effects, and everyone on the forums for their tremendous help along the way. See you around.

    ***09.05.2015 UPDATE!

    100CUBES is now on iOs! It was a little bit complicated before, but with recent updates we were able to push the game through PhoneGap, with iAds. It's a challange itself to upload a game to appstore, but we have done it, all thanks to awesome Construct 2. Check it out, it's free <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://itunes.apple.com/TR/app/id988403193?mt=8

  • It's definately better than before. Enjoyable. But doesn't get any more difficult (or gets so slowly that I didn't notice.) In my humble opinion, I think istead of punishing the player with -5 points when he misses, it would be better to award him with combo points when he doesn't miss. Something like a combo bar that increases the score multiplier but resets when the player misses. Or combination of penalty and combo. Just 2 cents.

  • Looks fine! Will the end result be something like caddillacs and dinasours!?

  • No sir this is not just another lets kill some aliens shooter, this is actually quite well done. I want to jump, but even without it, this was really fun. Congrats!

  • almost every day I say this to myself as well...

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  • ahr Ech I love this enemy.

  • Nice find Katala!

  • There is a flappy clone in c2 examples. Could you try to compile it and try to see if it works really slow as well? I personally am having a great time and constant 60 fps with a collection of around 300 sprites, some of them as large as 1000x1000, many hand crafted bone-based animations and even particles. I use cocoonjs for export to apk and get very nice results beyond s3 and newer devices. On iphone 4s and an ipad2 I have 50 stable fps, I am pretty sure somethin is wrong with either

    1-) the device you are testing on (may be a very old device?)

    2-) the code (maybe you are missing something and doing something every tick when you only have to do it once? maybe you are spawning thousands of objects every second? maybe you are using text objects and updating their text every frame instead of using spritefonts?)

    3-)the export method (maybe you are just running on stock browser of the device instead of using intel xdk or cocoonjs to export to apk first? maybe you have disabled webgl?)

    Please do not get disappointed with the product before making sure you are not skipping something. C2 is really wonderfull to use once you get to know how to use it and what you can do with it. You can be sure that you can easily make a nice flappy clone with it which runs great on %90 of the current market devices. Basically, anything newer than s3 and iphone 4. Devices before these have some problems handling html5 and games with constant movement.

    Hope you figure it out.

  • Yeah in my current project my UI is made up of around a hundred small pieces. What I am trying to do is to put all of them into a family, give the family instance variables of startx, starty and startangle, put them in place by hand on a layout, give the startx and starty values manually, then create them in the beginning of the layout in the correct order to prevent z-sorting related problems. This is not easy and alot of hassle, and also not fun but it's part of the work I guess...

    And that's not even counting that I have to manipulate the instance variables for various aspect ratios in-code... We really need a solution here, whether a plugin or an official update...

  • Maybe this is more of a reflection of the 'brainstorm & chaotic' style of development that my brain prefers..

    I would like to see some sort of global layer control. For example, if I want to create an interstitial layer between 2 others (add a new UI feature or some-such, for example) then it's a massive pain to create a new layer on each layout because the new layer has to be renamed, repositioned in the hierarchy etc. C2 does copy-paste of objects really well, but this type of game modification is a real slog.

    +1 for the globaly layer and/or similar, project management related stuff.

  • Nice and smooth! Really likesy!

  • Ashley I am quite sure that after some point it got worse, as in around v160 debug preview used to show very close values to normal preview in-game debug texts I have placed. But after a point it got very bad, there is considerable difference between the two. It is as if debug preview is not usig GPU and putting all the load to gpu even when it says webgl mode. When I go home I will try to install an old version and try to see if it is version related.

  • It needs a "color streak" or "combo streak" or "exploding balls that drain time" or some similar sort of gameplay variety. And a background that doesn't interfere with the game. And spritefonts instead of fonts. It will be fun

  • Err... Could you please explain it with more detail, probably with an example I couldn't make out what exactly you are asking for...

    For every object, you can have an instance variable, that turns 0 when loop is running and 1 when loop is not running.

    Then, after the completion of each loop, you can loop through the objects and count the number of 1's. When none of them is 1, you can do next iteration... I think...