zorida's Forum Posts

  • > Thanks!

    >

    > Let's assume that you have this kinda thing in your Javascript file:

    >

    var PlayersArray = [];
    > 
    > PlayersArray[0] = 
    > {
    >  name: "Player Zero",
    >  score: 666
    > }
    > ...
    > [/code:38v1a19b]
    > Then in Construct you create sprites and assign their Y coordinate according to the player's score. Assume your Javascript Plugin object is called JS. Player sprite object is called PlayerSprite. I'd do this:
    > 
    > Condition: JS->AllScriptsLoaded
    > Action: JS->InitAlias "PA" with Javascript "PlayersArray"
    > 
    > Condition: System->For loop
    > From: 0
    > To: JS.AliasValue("PA.length")
    > Action: System->CreateObject of type PlayerSprite
    > Action: PlayerSprite->SetY to JS.AliasValue("PA["& loopindex &"].score")
    > 
    > 
    

    This kind of freedom (such as in "JS.AliasValue("PA["& loopindex &"].score")") is fantastic, it opens many possibilities! Thank you very much for your time!

  • Construct Steam edition with Steam overlay ON - can cause delay

    I agree. There is a chance the Steam overlay has an impact over C2 performance.

    I would also recommend to check the program layout in View -> Style, and consider setting it to Basic. I had suffered from this progressive issue for months, then I happened to discover that changing the style 'restored' the software speed (maybe because changing it, triggers a significant reset in the software). If it happens with all styles, try changing them from time to time.

    The problem came out on all PC's where I used C2 (that is 4 devices), no matter their performance (even 16 GB RAM and common powerful video cards equipped with various drivers). It is unlikely to be a driver problem (only, or at all).

  • Hello valerypopoff,

    let me thank you for this great software first of all, it could be that extra programming gear Construct was missing.

    Then, a request for advice

    Let's assume i've got an array of js objects representing players in a board, and that I have to do some stuff with this data, so to handle it, I use a js file and connect it to C2 with your plugin. If I want to create a 'player' sprite on the board for each object in the array, is there a way to import the array in C2 and iterate over it? How would you suggest to do that? To split the problem into multiple get function calls?

  • OddConfection great, thank you very much for your help

  • I'm sorry,

    I read that Steam Greenlight turned into Steam Direct. Is the plugin going to work with this new system?

    To me this may be very important as I'm planning to choose C2 as technology to develop an indie game and send it to Steam as primary target platform.

    Thanks in advance

  • I face a problem with audio on Blackberry Z10 testing too, in every type of testing, i get all sounds played twice, duplicated.

    Does anybody know what may cause this? Is it because of a different audio API? Any workaround or fix for sound that you may have discovered?

    I export via the Html5 option, and set up the app package with Blackberry Webworks 2.0

  • As far as I know, I believe that C2 is gaming-oriented and was not made to be for mobiles more than it was for classical devices. I have also reason to believe that Scirra plans to favor Intel's Crosswalk technology for Android (and possibly other platforms).

    Now the question:

    Is anybody willing to build a plugin to integrate push notification for mobiles? Even via the common third party channels (ie. Ludei Cocoonjs, Intel XDK etc.)?

    I think this function would make the difference and create new business opportunities for apps, since C2 misses very few functionalities to become an app-creator as much as it is a game-creator.

    If someone is interested in developing such a plugin, I am happy to help him at least by testing and promoting a fund-raising/kickstarter campaign so that their efforts are well repaid.

    Bye

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  • With latest C2 and CJS it gives an error on loading and the plugin is not available. I've seen a couple of people have had this issue. Any one found a fix yet?

    It gives an error to me too even with tha sample capx, preventing the execution to go further. Please check it when possible.

    Just another question: are push notifications supported? I know that the API were already exposed by Cjs, but i could never stress enough how important would be to have push messages inside the plugin...

  • Ahahah... glad to hear... to me, the most boring thing is you have to test, say, twice a day because Google takes 'hours' to update... and packaging the app every time is not lightning fast...

  • Hello...

    I'm using IAP objects for Android only. Honestly I did not try CocoonJS but the event flow shown on Scirra site about CocoonJs tutorial appears to be almost identical. So, in short, i strongly recommend to read that tutorial carefully and try to apply the same steps, but using the IAP plugin.

    Before going to C2, it is mandatory that you have a Google developer account, with the app added, and have at least an in-app purchase created inside the Google play account, and I believe the in-app product must be set to published. Here I use a 'managed' product type of digital good on Google side, which, to keep it simple, means "pay once, keep forever", because Google will keep track of your purchase. Feel free to try the other digital good type option (the so called unmanaged or consumable good).

    You may also want to set up your Google merchant / Wallet with your bank account, so that the purchase flow can be for real (and you may refund the purchases almost instantly as you receive the notification).

    Whan your app is ready for testing, be sure to publish your alpha or beta version to make the beta testing available for users of a google group you've previously created.

    Note: if you are the app developer (i.e. you use the same gmail account of the developer), when you make a purchase request through the IAP, A google play lightbox will appear over your app, telling you that you can't buy your own products - Yes, it is quite idiot, security paranoia I suppose, but the full purchasing process may be made only via another device if that is the case. However I can tell that if this lightbox does appear, it is very likely taht the purchases are already ok, and you then have to care about minor things (like handling what happens after purchase was made, for example saving a local variable to keep track of the purchase if you like to - if you don't, you have to ask google play for owned products every time, so every time you don't have a working internet connection, you would risk to roll back to the 'free' version of your app)

    I managed to get it work on test mode set to false on IAP official plugin, but I believe it should work in test mode too.

    First of all, you should ensure that, as soon as possible in the start of layout, you add your products with the Add product action (mine are one-time purchase, the 'managed type', i haven't checked the unmanaged/consumable digital goods yet) and ONLY in a sub process (so that you can be sure it is done after the first step) call the Request store listing action.

    Under On store listing success, you can finally check if a product is owned by the user with Has product condition. Here I believe it is mandatory to use product ID or SKU code you set in your (Google) developer board settings. I don't know if you are forced to call the products accordingly in the Add product actions on start of layout, but I think so.

    The third screenshot is more about trying to handle all possible error conditions, one per event. One should consider to have one or more text objects showing whatever is happening (I made a message function "showInfo" for that, passing it some particular text everytime). The advantage of IAP object is that it's able to capture a nice amount of different problems. These error events worked like a charm for me. For example, if you are yourself the game publisher, Google for some weird reasons won't let you buy anything (!) and show a popup box over your app telling that you can't buy. When you close it, IAP raises a product purchase failed fatal error...

    Note: checking the Is store available with IAP requires that you add the Trigger Once while true condition, otherwise it seems to trigger at every tick/fps!

    You can then associate a button click to the purchase action and see what happens. You might want to store in a webstorage variable the purchase success, so that, even without internet connection, the purchase is 'saved' and persistent. I did it when IAP finds that a product is purchased, but this is just a way (it is because I call it inside the request store listing for a second time after a user buys something).

    Roughly, these are the blocks around which the IAP's are set.

    Please ignore the other platform checking and other actions, it was the true code inside my app, and it must be updated.

  • OK guys, I'm working on it, but I don't think about posting an official tutorial, I can only say what worked for me, since I'm not so experienced. Within a couple of days It will be here and hope it will be helpful...

  • Thank you very much STARTECHSTUDIOS , now i managed to make IAP work for Android and going to publish for that platform, but still having trouble with Blackberry 10; it seems it only supports Blackberry Webworks SDK 1.0, not 2.0, for anyone being interested. If you're in trouble, pm me with your mail address (so that I can send you an image attachment) and perhaps I can give you some advice, even though today I publish on Android and I'm quite in the middle of a hurricane

  • Welcome and have fun with Gemnastic: Egypt <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    After a lot of battling, it is ready

    Gemnastic is an arcade classic puzzle game with bricks similar to the late 80's Taito Puzznic - does anybody of you remember it? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    The game is a 'freemium' app. It is going to be published on Google Play Store on the 2nd of April, at about h: 15:00 GMT if no third world war starts and perhaps even in that case <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    So, you've got no Android device? No worries, Gemnastic: Egypt will at least be on Blackberry10 (beta stage) and Windows Phone 8 (alpha stage, waiting for WP 8.1 update with Internet Explorer 11 and WebGL support) soon.

    Until then, Beta testing is open to anyone who wishes to try the game out. Any sharing about the game experience will be appreciated and, when next release comes out, new Beta testers will be added on the Credits with the nickname o real name they specify (if any) or with Scirra username otherwise.

    ***Please note: beta testing approval by Google require a Google mail account!***

    Beta available!

    Link to request invitation to beta testing (I must manually accept it)

    https://groups.google.com/forum/#!forum ... dischordia

    Link below to become beta tester once the invitation is sent (wait 5 minutes more or less for the page to be working).

    https://play.google.com/apps/testing/co ... asticegypt

    Notes:

    In-app goods may be purchased. Payment will be processed normally, so if you wish to be refunded, you can contact me wherever with your mail and I can cancel the payment once I receive notification on Google Wallet.

    If 'all levels' are purchased, when returning to main menu, a coin achievement should be lit and all level greater than 10 unlocked (when you click on one of them, they should no longer trigger a message about unavailability, and they will tell you that you must complete all previous levels to unlock, instead).

    If 'time freeze' is purchased, in the 'choose level' layout the ice cube above should be active and this allows you to optionally play with no time limit (but no time left bonus on stage completion too). The hourglass should look crystalized in this case.

    If the app is not uninstalled after playing, it will be automatically updated in the future and you won't lose your in-app.

    Thanks for reading and supporting. Have a nice weekend.

    For any questions, do not hesitate to contact me, I'm not lightning fast but I will answer at my best <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    A couple of screenshots:

    Special thanks go to Scirra, of course, everyone who made this dream possible, to rexrainbow for letting the grid logic easier to everyone, and all the people who gave their enthusiasm and encouragement sharing mine.

  • I have to bump this question dear guys. It doesn't work for me too on Blackberry, when using Webworks 2.0

  • I submit this topic because I face an IAP product purchase failure problem.

    I use IAP object and Cocoonjs export. In Ludei portal, in-app purchases Google base-64 signature is correctly copied into Ludei store configuration. I created two in app products on Google developer platform, and use the assigned IDs inside C2 project. The two digital goods are of the handled type (one-time purchase, remembered by Google Play). My Cocoonjs project is exported as apk release unsigned, than I sign the app with my private key, align it and send as published-for-testers beta app to Google. I try it from Google Play install.

    Even though store listing is received, when i click on a shop button made to trigger the purchase attempt, it doesn't seem to even try to launch, it gives instant failure message (a service message I put in the code for debugging purposes). This seems to happen whether in test mode or not. This is quite frustrating because Google needs hours to publish the new beta, so I can test it once per day. I can't understand why this happens, but saw I'm not the only one experiencing difficulties. My game is ready for publishing, except for this point, and it is mandatory that I use this 'freemium' approach at least on Android.

    Any suggestions?

    Has anybody succeeded in making things work with IAP object? Or do I need Cocoonjs object?

    My game works perfectly for Blackberry 10 too (supported by IAP object but not from CocoonJs object of course - and purchases not yet tested there).

    Thank you very much.