Zendrael's Forum Posts

  • Zendrael I am also trying to build games for Kaios, as in India here we have lots of user base, but i am not able to integrate the ads using Construct, could you please tell me if there any plugin available for it? your help would be appreciated.

    Thanks,

    Tabrez

    Hi! I had to create my own plugin for C2R on C3 in order to get it working.

    As C2R will no longer be supported after July, I think you should choose another engine if you plan to continue the development of KaiOS games.

  • Yes!

    I already have some games published there using Construct 3 with C2 Runtime. (That is why the client came to me). And knowing that the C2 will be retired is why I'm asking about how to disable (if possible) the WebAssembly, because after July, even my published games will not be able to be updated.

    I can't think on future versions of KaiOS at the moment as a large number of devices probably will not be updated. Thus, making games that does not work on them will drastically decrease the game's audience.

    Thanks for your help!

  • Hello Ashley!

    I have a client that wants to port a game to KaiOS (descendant of FirefoxOS) and it does not support WebAssembly, even on the newest version (already tested on real devices).

    Is there any sort of "hack" way to disable it?

    Thank you for the awesome job on Construct!

  • Hello all!

    I'm targeting some older devices with my games and they can't be updated and can't handle WebAssembly. (Right now they are using C2 Runtime)

    Is there any way to disable it using the C3 Runtime?

    Thanks!

  • Hi!

    When I export my project for iOS, the vibrate always has the same (very) strong intensity. But the same project exported to Android works correctly (with the intensity that I wanted).

    Any suggestion regarding how to fix this? Is it a Cordova Vibrate Plugin bug?

    Thanks in advance.

    Tagged:

  • Hello GmsDev,

    Do you have an updated version of it? (that works on Construct 3 to use Heyzap?)

    Thanks

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  • Hello all!

    thehen, do you have this plugin running on C3?

    Thanks

  • > And how can I call their library inside the runtime.js inside the c2runtime folder?

    I don't understand why you're asking - it's all still JavaScript. So, the same way you already are.

    Sorry, english is not my mother language and sometimes I can make some mistakes.

    I meant if there is a way to call their script as a dependency the way it is possible in the C3 (sure it is not the same instructions, but how?).

  • > My plugin does not have a c2_runtime folder

    You'll need a c2runtime folder with a script named runtime.js in there with the C2 runtime implementation.

    I'd hope sooner or later KaiOS will update the browser engine and then C3 runtime games will work fine on it too!

    Yeah, I hope that too!

    And how can I call their library inside the runtime.js inside the c2runtime folder? (as I saw that the way it works is different from calling the script in the c3 plugin)

  • Which platform is that? All major browsers have supported WebGL and WebAssembly for some time now.

    It is KaiOS (kaiostech.com) which is a descendant of FirefoxOS and uses an old engine. I have te opportunity to publish my games there and I must develop a plugin to call their Ads framework because they do not support the eval function that is executed when I call Browser.execJS.

    Can you help me on how to make this plugin possible?

  • At this point the vast majority of projects are already using the C3 runtime. You could just skip supporting the C2 runtime.

    Sure, I agree with you but I need to make this plugin work on C2 Runtime because the platform that I will publish the games does not support the C3 Runtime (specifically webassemly and WebGL 2.0).

    :(

  • Unless otherwise noted, everything in the SDK documentation applies to both runtimes.

    It is just because when I change the runtime on the same project (empty, only with the plugin added) to C2, it crashes the Construct 3 completely.

    My plugin does not have a c2_runtime folder and in the root plugin.js file I added

    this._info.SetSupportedRuntimes(["c2", "c3"]);
    

    What am I missing?

    Sorry for the silly questions but it is the first time I try to build a C3 plugin.

  • Editor scripts aren't loaded in the runtime, and adding it to the file list doesn't by itself load it anywhere.

    See specifying dependencies - you probably want to use an inline-script dependency.

    Hi Ashley,

    It worked if using the C3 Runtime, but how can I also do this for games that use the legacy C2 Runtime (on Construct 3)?

    Thanks

  • Hello!

    I'm trying to create a plugin which will call actions from a JS file (inside the addon package). How can I manage to load this file without rewriting all of its JS inside the instance.js?

    I added it to the "editor-scripts" and "file-list" of the addon.json but when I call a function of the file inside an action in the actions.js it drops an error that the function (of the file) is undefined.

    What am I doing wrong?

    Thanks

  • Just worked by choosing to not preload sounds.

    Topic can be closed.