PixelRebirth's Recent Forum Activity

  • PixelRebirth: Thanx for the plug in. Just to be sure, I must call the LoadAPI at 'on start of layout', and 'Request Ads' at the time when I need to show ads (for me, its on clicking play again button), right ??   Still in doubts. Do I need to make timescale 0 ? Is there a variable to change (for eg 'apiTry' in an example on this thread) ?

    P.S.- This is my very first HTML5 project and I am not too much familiar with Construct 2 yet.

    Yes, add the load API action ideally in the first layout with a "On start of layout" condition. Make sure to only do this once. Don't add it to every layout and in case the user can go back to the very first layout the event shouldn't run again either.

    And yeah, when you want to show an ad, use the request action. You will have to define what happens when an ad is shown with the "On pause" and "On resume" conditions. Disable user input ingame or whatever is required. Setting the timescale to 0 and back to 1 could very well be part of it. It very much depends on your game and where you want to show ads.

  • to really Load the api...

    and finally the Branding Logo.

    that last part not sure was mentioned on here..

    You're right, the branding logo wasn't covered in this discussion yet. Depending on the terms of your contract you might not even have to use this part of the API.

    However this functionality is part of my plugin. You use the "Get logo" action and then can return the image address and link from expressions.

    I didn't test this yet, but I imagine it should work. When I can confirm it all working myself I will make a thread with a little documentation for the plugin.

  • and a lot of times you say "capx" what does that mean i never find a file with that name.

    Capx is the file extension of a Construct 2 project file. <img src="smileys/smiley12.gif" border="0" align="middle" />

    the problem is, should all the code be in the index.html?

    Custom javascript should be added within a script tag in the index.html file itself or in an included js file.

    skyhunter93... does your code use all or just advertising?

    because that part works for me but nothing else.. and I at least tried to do exactly what you say you did...

    What do you mean exactly by nothing else? There isn't much the API does besides showing an ad. Do you mean loading the branding image information?

    You could also try using my plugin I linked above, which should work without having to add any javascript at all.

  • My game just passed QA! I had no problem using the library embedded on the plugin :)

    Great! Good to know, so the implementation is fine!

    skyhunter93: Can you please share a test capx of how you implemented the Spilgames api. It would be really helpful for us to know the proper steps, than experimenting out by ourselves. Thanx.

    All the proper steps are actually evident from reading the posts in this thread carefully. Skyhunter even posted the plugin he used, which includes the API js file for you.

    You need to define the fnPause and fnResume functions changing some variables. And use the execute javascript action and expression within C2.

    It's all described in this very thread. <img src="smileys/smiley2.gif" border="0" align="middle">

    EDIT: You can also use the preview version of my plugin which I'm currently using to submit my game. Download

  • There are already threads about this here on the forum. Check out this one: link

  • I think skyhunter93 should have the proper feedback from Spilgames by now, but he doesn't seem to be around.

    Unfortunately I will also have to submit my game without knowing if the implementation will work properly and be accepted.

    stelarfox Actually all the information is available in this thread if you read the posts carefully.

  • Those events will request fullscreen and cancel it in the same tick, like SgtConti mentioned.

    But there's no need to use a wait action either. Why not simply something like:

    <img src="https://dl.dropboxusercontent.com/u/2306601/fstoggle.png" border="0" />

  • Roccinio

    We are kind of talking two different things here. I meant plain HTML5 games, which are optimized for mobiles. I do think C2 is already good at this.

    You seem to be talking about packaging the HTML5 to result in a native format. And I agree C2 would profit from having its own well working solution there.

    But it was also my point that mobile OS will improve to the point where you don't need to jump through hoops to boost your HTML5 performance. That's why I also mentioned Tizen.

  • From a business standpoint with Nintendo if something does not change soon ,they will end up a software company like Sega .

    I don't think that's a very realistic assessment at all. Don't get too hung up on the current state of the WiiU, Nintendo is still doing very well in the handheld market. Also this just happened: link

    I think exporting options for big consoles are a good thing for sure and will raise the profile of Construct 2 significantly.

    Just don't lose sight of what the software is already pretty good at: making HTML5 games for mobile smart devices. This is a giant market and HTML5 will gain importance.

    Take a look at Tizen which directly supports HTML5 apps providing a native-like experience.

    I think Scirra is making fine progress with C2 at a steady pace, which is pretty impressive in itself. Some features being added might seem not that important, but I don't see the harm if they can be added quickly (like Ashley mentioned with the speech recognition).

  • <img src="smileys/smiley18.gif" border="0" align="middle" /> I *finally* found the problem.. The noisejs.addon was installed to A:roamaning-something and it prevented even 155 version to start properly.. I never asked anything to be installed there (I keep my C2 files at H-drive).. No wonder It took me some time to find.

    Okay yeah, to be more specific:

    It appears that some plugins are also put into the hidden folder

    c:\users\name\appdata\roaming\construct 2(C being your windows drive and name your username)

    resulting in them being duplicate and causing the error apparently. Remove the plugins from that folder and you're good to go again.

    I guess it's something that happens or can happen when you install a plugin by dragging the .c2addon file into the C2 window, instead of copying it manually to the plugin folder.

    EDIT: Caught the error specific to the perlinjs plugin. I indeed simply forgot to use unique ids for the expressions. <img src="smileys/smiley5.gif" border="0" align="middle" /> For some reason this didn't cause any errors in 158.2 (but it should have!). Sorry for the confusion, was entirely my fault. <img src="smileys/smiley18.gif" border="0" align="middle" />

    I'll update the link in the plugin thread with a working version now...

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  • Edit: noisejs is causing that error. delete the plugin and works fine

    Hey, don't pick on noisejs! <img src="smileys/smiley2.gif" border="0" align="middle" />

    I use quite a number of custom plugins and removed only noisejs - it still happens.

    The question here to me is why does this happen in r159? If you're making use of custom plugins in your project removing them is hardly a good fix.

    Don't see any mention of breaking changes or adjustments to the SDK in the release notes.

  • Yeah, low framerates can cause glitches in all kinds of games. <img src="smileys/smiley5.gif" border="0" align="middle" />

    How about you check for the Y-difference from the beginning of the jump and compare it to a maximum jump height value? If it goes above you set the Y vector to 0.

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PixelRebirth

Member since 26 Mar, 2008

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