Wink's Forum Posts

  • Here you go beufreecasse:

    https://dl.dropbox.com/u/43763487/examples/unbound_scroll.capx

    What I did was set Unbounded scroll to yes in your HUD's layers Layout properties window.

    I really wasn't experiencing any issues with the sprite scrolling out on my devises when testing in landscape view.

    Since your games Layout size is 960 W x 640 H you might want to lock your devices Cocoon Launcher app to Landscape when testing otherwise it will appear to zoom out but in reality it's not. It is just fitting the games window size to your devises screen size. I hope that made sense. lol

    Anyway different game types, may require different settings for each layout when trying to support multiple screen resolutions in full screen scale. I wrote a little something about this here:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=#376578

    I hope this all helps

  • Hello

    Here is my first, Android game on the Google Play Store.

    <font size="5">Falling Fruit Frenzy</font>

    Falling Fruit Frenzy is a fun, and addictive fall down type game for kids and adults alike. You play as a cute little turtle character, and your objective is to get all the fruit you can to gain points all while trying to stay in bounds. But watch out for the falling junk food or you will loose points.

    <img src="http://i49.tinypic.com/2rm8sgn.png" border="0">

    Give it a try it's free!

    You can download it from here:

    https://play.google.com/store/apps/details?id=com.littleapplabs.fallingfruitfrenzy

  • Hello, today I am proud to announce the launch of my first Android game on the Google Play Store.

    <font size="5">Falling Fruit Frenzy</font>

    The creation of Falling Fruit Frenzy was inspired by my 6 year old niece who is really into Teenage Mutant Ninja Turtles, and asked me if I could make her a turtle game that she could play on her Nexus 7.

    Falling Fruit Frenzy is a fun, and addictive fall down type game for kids and adults alike. You play as a cute little turtle character, and your objective is to get all the fruit you can to gain points all while trying to stay in bounds. But watch out for the falling junk food or you will loose points.

    <img src="http://i46.tinypic.com/zwnl.png" border="0">

    <img src="http://i49.tinypic.com/2rm8sgn.png" border="0">

    <img src="http://i45.tinypic.com/v2xtuv.png" border="0">

    Give it a try it's free!

    You can download it from here:

    https://play.google.com/store/apps/details?id=com.littleapplabs.fallingfruitfrenzy

    I hope you all enjoy <img src="smileys/smiley1.gif" border="0" align="middle">

  • Thanks, a lot of optimization went into it so I could keep angles, and rotation. And yes I just happened to be online when you released ninja fart hero, and it said 0 downloads so I bought myself a copy.

    I tried another mopub banner but got the same result. But the good news is I figured out the problem. I used a lot of layers for that game by giving each sprite group there own layer I was able to increase my FPS from 35 to 37 all the way up to 60 to 62. So I thought maybe a layer somehow ended up on top of the mopub banners. What I did to fix this was change:

    CocoonJS is in CocoonJS--> Show banner ad top center

    to

    On start of layout--> Show banner ad top center

    Then rebuilt it in CocoonJS, signed it, Zipalign it, and reloaded it to the Google play store, and now the ads work great <img src="smileys/smiley4.gif" border="0" align="middle">

    By the way I just seen your new game release Galactic Fruit Wars. Awesome job! Great graphics, and the game play is very smooth.

  • beufreecasse could you try to recreate the problem with a simple .capx, and upload it here with dropbox?

    I would really have to look at it because I'm just out of ideas.

    If you can could you make it with v116 or earlier.

  • AndyWatson yes I remember when you released Ninja Fart Hero if I remember correctly that was the first Construct 2 game on the Google play store.

    I think I might have found some info that might help with fill rates basically you set the CPM value for each of your networks, and MoPub tries the network with the highest CPM first. This might affect our fill rates since MoPub Marketplaces Minimum Acceptable CPM default is set at 0.25.

    I got this info from the second post on this thread:

    http://forums.makingmoneywithandroid.com/advertising-networks/885-how-does-mopub-works.html

    Anyway, I appreciate all the help you have given me in this thread. Thanks to you I now have my firs Android game on the Google Play Store https://play.google.com/store/apps/details?id=com.littleapplabs.fallingfruitfrenzy.

    The ads are appearing some times but when you click on them nothing happens. All I did was add my AdMob account to MoPub, paused the demo ad, and the MoPub Marketplace automatically was activated then. I'm at my wits end. Iv never been this stressed. I just spent the last 36 hours searching, and reading the internet for a solution with no luck. I am really starting to hate MoPub.

    I must be doing something wrong. Any ideas?

  • Try playing around with the Scale rate in the HUD's Layer properties window. Compare the differences between 0, and 100 maybe it could be a bug in C2.

    Edit:

    I just read your post title again "Scaling HUD for CocoonJS". If your using the text object this is a known issue with CocoonJS.

    Here is the solution:

    They way of using fonts in CocoonJS

    And here is another issue:

    http://www.scirra.com/forum/cocoonjs-fonts_topic57842_post378659.html?KW=fonts#378659

    So what I do is unzip the exported file, delete the fonts folder, make a new fonts folder, put the ttf file inside, then zip it all back up, and then it works just fine.

  • Wink - you'll also need to add the relevant JSON code in the extensions tab of cocoon.

    Yep, thanks for the reminder. Well after a successful compile with CocoonJS I installed the debug apk on a Galaxy S3 to test it, and everything seems to be working well except when I click on the MoPub demo ad nothing happens.

    Is this suppose to happen?

    Also I noticed over the last 16 hours or so in my MoPub account that I am getting a 100% fill rate.

    Do you think this is because I haven't set up a AdMob account yet, and activated it in MoPub?

    Another thing I have to fix is my banner ad appears right on top of my game over my HUD's score, and part of the play area. I could probably move some things, and rebuild in Cocoon.

    But how did you get the banner ad's to appear outside of your games playing area like on your Ninja Fart Hero, and Santa's Reindeer Roundup games?

    Awesome games by the way <img src="smileys/smiley4.gif" border="0" align="middle" />

  • beufreecasse after giving your text object or HUD sprites the Anchor behavior did you set the Anchor properly?

    For example if you give a text object an anchor behavior, and you want it to always stay in the upper left corner of the screen you need to tell the Anchor object to do that in the Object type properties window.

    Here is an example:

    https://dl.dropbox.com/u/43763487/examples/Full_Screen_Scale.capx

    Just click on each sprite, and see the differences. Notice in the Object type properties window how I anchored each sprite on the main layer to a different edge of the window.

  • Ok, thanks AndyWatson. I triggered the preload because I seen some posts were ads were taking a long time to appear.

    I'm also looking forward to hearing other users experiences with there ad fill tip's, and tricks.

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  • AndyWatson I just finished developing a game, and I am in the process of integrating MoPub right now.

    There's not much info on how to do this though it's all scattered, and hidden across multiple websites. Do you have any tips, suggestions, or links?

    I want a banner ad to show on the top of every layout kind of like your games. I don't know if I am doing it right but what I did so far was got a premium CocoonJS account, created a MoPub account, and in my game I did this:

    On start of layout--> Preload banner ad

    CocoonJS is in CocoonJS--> Show banner ad top center

    Does that look right?

    I was then going to go set up a AdMob account, and activate it in MoPub.

    Would that do it?

  • I have a very straight forward question: Can Construct 2 make a game like the Atari Classic Tempest.

    Yes, it sure can here is a .capx of a game called Radeius made by newt. It should help you out with the basic game mechanics:

    http://www.scirra.com/forum/competition-poll-group-e_topic45661_post286810.html#286810

  • Your welcome NewSkool I'm glad it was helpful. If your having issues with your game supporting multiple resolutions just let me know, and I would be happy to help you out if I can.

    I have been thinking about making a tutorial on this subject since so many people have problems with getting there games to support multiple resolutions.

    Right now I am very busy. I am in the proses of polishing up all my simple prototype games I made last year. I'm trying to get them to production level quality so I can get them out on the Android market place since I believe Construct 2, and CocoonJS has matured enough for this now. Well that, and the new devises out on the market are defiantly ready.

    Perhaps when I have a little more free time I will try to write something up.

  • I haven't tried appMobi in a while I'm still waiting for them to get direct canvas working with Android but this method should work with appMobi. I have used it with CocoonJS, and it works good.

    WebStorage will save whatever you tell it to inside of the mobile devises default browser. I usually, add a reset game option someplace in my game so people can erase all the webstorage data, and start over fresh if they want to.

    You can do this by creating a image button representing a restart symbol. then give it a on touched object event, and then a clear local storage action.

  • GAMEGAMEGAME cesisco made a nice example .capx on how do this maybe it will help:

    Webstorage multilevel saving