JHunter's Recent Forum Activity

  • I want to add a new font to my project but I do not want to use webfonts. If the user does not have an internet connection it will interfere with the look of the game and not be quite right. Is there a way to include the font files like you would with music?

  • 1) Load the project into Intel XDK

    2) Add a third party plugin manually: cordova-plugin-ad-admob

    3) Build the application

    4) Download the zip file

    5) Extract the zip file

    6) Copy the one that says armv7 to your android device via a USB cable

    7) Find that file on your android device using a file manager

    8) Tap on that file

    9) Go through the prompts to allow installing from unknown sources

    10) Click on install

    11) Goto the apps area and click on your app

    12) Proceed to test the ad functionality of your application

    Fun Facts:

    NO, there is no other way to test ads. You must redo this process EACH and EVERY time you want to try new code for ads (That I am aware of*)

    IF, you don't have test mode on and start viewing your own ads, you'll lose your account because you are commiting fraud

    YES, it sucks having to do this process. Welcome to the world of programming and app development. Doing the same thing over and over and over again

  • Your problem happens because of how images are and the laws of common sense. You're trying to take 30 pixels of detail and turn it into ... let's say 200 pixels of detail. What the program is trying to do is use the 30 pixels of knowledge it has and stretch it into the 200 pixels. It's going to look horrible. Where as if you had a image that was 1000 pixels and you resize it smaller, the program is able to condense the 1000 pixels of detail into 200 because it has the information of what it should be. This is actually how you should handle images to create sharp, good looking art.

    Think of it this way. If you have 30 apples how are you going to magically have 200 apples? Where as if you had 1000 apples, you could make them into 200 apples.

  • Not sure if the OP is still looking for an answer... I see posts from this month and I have the answer, so I am going to reply. Also for future reference, you should try google.

    You're looking for a trade name

    "A trade name is generally considered the name a business uses for advertising and sales purposes that is different from the legal name in its articles of incorporation or other organizing documents. A trade name can also be referred to as a “Fictitious Name” or a “Doing Business As” (DBA). Examples of trade names are the use of the name "Kodak" by the company whose legal name is “Eastman Kodak Company” or “McDonald’s” by the company whose legal name is “McDonald's Corporation.” A trade name may not include Inc., LLC, Corp. or similar legal endings. Although a trade name may sometimes also be a trademark, a trade name is not, in itself, a form of intellectual property."

    From - http://www.invention-protection.com/ip/publications/docs/Legal_Name_Trade_Name_Trademark.html

  • My app published in about 2-3 hours on the 20th and was available immediately. I submitted an update a little over 24 hours ago and even though the console says it is live, it is not in the play store. There is a subreddit of others experiencing the same issue. Some reporting over 24 hours and nothing, some reporting it took them about 30 hours before they seen the results.

    From the replies I have been receiving from other developers the store usually takes 4 hours tops before results are seen. Sometimes as quick as 30 minutes. I believe it's not normal. My guess is it's tied to the Dyn DDOS, but that's purely speculation. Either way, google play is clearly experiencing some issues. Our only choice is to wait it out I suppose. I tried their support center but have received no reply.

  • My website uses wordpress, to which I have a database setup for the user information (Username, Passwords, Emails, etc). For the application I am developing, I have a PHP file that compares Username and Password information sent via a AJAX Post from my app, to the wordpress user information database. Basically what happens is VIA the application the user enters a username and password, a API key is generated and sent to the PHP file. The file compares the api key and then the password and username information. If everything is valid, it returns the username via Ajax.LastData which my game uses for leaderboard updates.

    My question about security is for the password being sent via the Ajax post method. I've thought about hashing the password with a salt and comparing it to the salted password of the wordpress database, but this does not seem as secure as it sounds. I was wondering how I would go about using SSL (as I believe this is the fix for my problem) or some other method to really secure the password that is being sent. I originally wanted to have the user log into the website on the device they are playing on, and have a php script check if they are logged in so I wouldn't need to send the password via Ajax, but I didn't know how to do this so I went with the above mentioned method.

    I own a hostgator account, have a good understanding/knowledge though I am still a bit of a beginner (learning from a friend who knows a decent amount of this stuff, but is unfamiliar with construct 2). Any help would be appreciated!

  • Well using local storage to save the progress will be local data on the device. As far as I know the stored data is encrypted so you won't be able to edit values or anything hacky. In-app purchases will be saved on the user's account for the relevant store.

    Thank you

  • I am having some trouble finding in-depth explanations on the save features of construct 2. I read alot about webstorage, but found out webstorage is no longer a thing.

    My problem is this. I want to save the players in-game score, and save their IAP's. Essentially the IAP are going to be a premium currency which can be used to buy a new character. This premium currency can also be obtained through playing the game and watching an ad. I want to know how to securely save this value as I fear hacking could be somewhat easy using the local storage, but I am not entirely sure how it works.

    Any input would be appreciated.

  • run blackhornet 's capx and just work your way through it - this works as expected (nice pulse effect by the way)

    If you are calling a function in your code then you may need to tell the function which enemy is expected to fire...

    firstly try re-writing to not use a function and see if it works...

    I don't understand... I deleted what I had and put it back in exactly as I had already copied blackhornets code exactly and it works now... I'll chop it up to me not paying attention to something, perhaps maybe it was the function. Either way gentlemen I am in some serious gratitude, thank you so unbelievably much!!

    Have a good night!

  • From the Top-down Shooter template. Give Enemy an InRange boolean and the Timer behavior. Event 9 sets up the behaviour, by distance. Event 13 does the attack.

    http://www.blackhornettechnologies.com/ ... r_BHT.capx

    I copied the code exactly but it offers the same issue as Every X Seconds does. It takes the lowest timer time of both the enemies and only one of their damage gets subtracted from the health at a time. You need to kill enemy A for enemy B to attack.

    Anyway to sort this out?

  • You should use the Timer behaviour instead. It times each instance. Every X seconds is a global mechanism.

    I've tried to implement the timer behaviour and I failed... Any quick tips on how I should organize it?

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  • I am having a slight issue. I have code that tests for two objects distance, Enemy and Player. If Enemy is within the distance of the Player to be able to attack I have the code set to Every X Seconds, X being the Enemies Agility Variable, call upon the attack function. The problem is this only works for which ever enemy my player walks into range of first. If I am surrounded by more then 1 enemy their Every X Second commands do not work until the first is destroyed. As this would be ok in a turn based game, I need help making it so it will run it independently, so I can be in range of various Enemy objects with different times and have it all work together.

    The code I have right now is

    distance(enemy.x,enemy.y,player.x,player.y) <= 800

    -- Every Enemy.AGILITY seconds:: Call Attack Function

    Thanks in advance guys!

    (Side Note. I have tried the For Each condition hoping that would work, however it did not... Perhaps I am using it wrong?)

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JHunter

Member since 30 Jul, 2015

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