KFC's Recent Forum Activity

  • thehen I'm having trouble with events with parameters. They seem to be sent but don't logged, or at least they're not displaying in the event log tab, unlike the events without parameters.

    This is one of my triggers/actions for flurry events, I added the "TheLevelHasStarted" event without parameters for testing.

    <img src="https://dl.dropboxusercontent.com/u/35440583/c2forums/FlurryEvents/FlurryEvents.png" border="0" />

    This it the result Flurry got in the event logs tab:

    <img src="https://dl.dropboxusercontent.com/u/35440583/c2forums/FlurryEvents/FlurryWeb.png" border="0" />

    The only event logged was the one without any parameters, as the second, sixth and eighteenth event in the session. Other events were not displayed.

    I did try adding "value" as the dictionary key value but the result was the same.

    I tested your example as well and all events were recorded normally.

    Any idea what could cause this?

  • Before switching the layout you could save the PlaybackTime of your sound to a global variable and on start of the new layout resume the same sound with the Seek to action.

    Don't know how well this works in practice as I didn't use this before.

  • It would be nice if we could create subfolders to manage families in the Project tab.

    Also if there was a "Families" folder when adding new actions so that all the families aren't just scattered there at the start, that would be nice too.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • thehen

    I was just wondering if you could pull information from Flurry servers to the client.

    My idea right now is, if the "UserID" variable is the default value (which makes him a new user), I would check my server that stores the ID of the last new added user, and then make the "UserID" that number +1.

    If I could get the highest value of a user ID for my app form Flurry that would eliminate the need for me to track user ID's on a different server.

    OpenUDID could work, on Android and iOS, but for games that don't use CooconJS I can't think of an alternative.

    Is there a way for CocoonJS to get the google/apple account information of the user? The same goes for the microsoft account for windows phone/windows 8.

    That obviously wouldn't help in having an unique ID for web apps though.

  • -- use this to get the system time

    set variable = Browser.ExecJS("var d = new Date(); d.getTime();")

    For the full post check the second post in this thread.

  • I was wondering, is there a way to generate a new unique User ID for new players on start of session, that is not tied with Facebook or any other third party? Something that does not require you to store user ID's on your own server but rather check the flurry server, something in the lines of "Last flurry userID was #88 so the new player gets the id #89"?

    Also there's no way to distinguish weather an event is a timed event with parameters or a regular event with parameters after you added them because they both read Log the event "" with parameters "".

    Maybe for timed events you could make Log the timed event "", like you did with the End timed event.

    It's a nitpick but because of the overall quality of the plugin I thought I might add that here.

    Thanks for the plugin.

    By the way, thehen are you in any way associated with Flurry?

  • The best way would be, if your game already expects the player to be connected to the internet, check with a server to get the time.

    Alternatively you could check the local time on the device, though, user can move their phone clock forward and back as they please.

    Those are the methods I could think of.

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  • Just wanted to check, you need to become a premium user to use the CocoonJS extensions right?

  • Fixed.

    Viewport is what I was looking for.

  • I'm using the anchor behavior on some of my GUI elements and when the layout first loads, the elements are drawn at their original position and a tick later, when the anchor gets activated, they jump to their supposed position.

    Is there a workaround for this?

  • I know, but I'm using their x, y for spawning and am too lazy to put in the actually numbers manually, at least until some other features are done. Also I'm thinking about having variations on the grass sprite, that's why I had several frames in the animation in the first place.

  • Ok, apparently adding frames to the animation caused the white lines to appear. Even with sampling set to point I would get the lines, with other settings already being set to the "recommended".

    It renders normally when there's only one frame in the animation.

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KFC

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