hsetiawan's Recent Forum Activity

  • > Great game!

    >

    > I see that the appodeal has work (rewarded video)?

    >

    > Did you use appodeal plugins from official appodeal or cranberry plugins?

    > Tried using appodeal on cocoon still not worked yet <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    >

    Thanks!

    I use the official appodeal plugin. To make it works on cocoon, you should add the following github url on plugins tab: https://github.com/Tamplier/cordova-plugin.git

    Thanks for the answer! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Tried it with Tamplier plugin but only works on test mode

    Chat with appodeal support and they said to use this:

    https://github.com/appodeal/appodeal-cordova-plugin

    and it worked!

  • Great game!

    I see that the appodeal has work (rewarded video)?

    Did you use appodeal plugins from official appodeal or cranberry plugins?

    Tried using appodeal on cocoon still not worked yet

  • Having problems with chartboost (and other video ads are also not working)

    1) Open the sample CAPX from cordova chartboost

    2) add App & Signature ID

    3) Export Cordova

    4) Delete Config.xml + IntelXDK.xml

    5) Zip

    6) Upload to Cocoon.IO

    7) Plugins

    - Inappbrowser

    - Custom -> https://github.com/cranberrygame/cordov ... tboost.git

    8) Developer APP (Sucess)

    9) Live version (Failed = after cocoon splash screen the game quits instantly)

    Any of you guys having the same problem?

  • Having problems with chartboost (and other video ads are also not working)

    1) Open the sample CAPX from cordova chartboost

    2) add App & Signature ID

    3) Export Cordova

    4) Delete Config.xml + IntelXDK.xml

    5) Zip

    6) Upload to Cocoon.IO

    7) Plugins

    - Inappbrowser

    - Custom -> https://github.com/cranberrygame/cordov ... tboost.git

    8) Developer APP (Sucess)

    9) Live version (Failed = after cocoon splash screen the game quits instantly)

  • Hi everybody.

    I've added Chartboost ad plugin to my C2 project. ( rewarded video plugin)

    When i'm trying to test it from intel xdk ( app preview) it works fine on the android phone,

    but when i'm building app, it doesn't work on a phone and the app quits instantly.

    On the other phone it shows server connection issue ( and shows a path to the android assets, index.html etc)

    Did anyone had this issue?

    Thanks

    I had the same issue with this, but i'm using Cocoon.IO

    When in developer app, the game doesn't crash and can load & show the ads (interstitial and rewarded video)

    But when i compile it to a live APK, and open the app (after the cocoon splash screen) the game quits instantly without warning.

    At Cocoon forum, they said that it's the Cocoon's fault and not the plugins.

    But after seeing this problem with XDK also, i think it's the plugins fault?

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    Do we have to upgrade to Construct 3? Or we can still use Construct 2 (NW.JS, Cocoon, IntelXDK) ?

  • Track the colour of the last-pressed switch by adding a variable to the player. A string-variable would work for this - we'll call it Player.LastButtonColour. You'll need another variable on the button to track what colour should have been pressed previous to it in the sequence - we'll call it Button.PreviousSequenceColour

    When the player jumps on a button, check the Player.LastButtonColour against Button.PreviousSequenceColour. If they match, open the matching door, and set Player.LastButtonColour to represent the button's colour. If they don't match, re-lock all doors in the sequence.

    Ahh, i get it.

    Thanks man!

  • Hi, i want to make the locked door open 1 by 1 when the player push the right button.

    Here's the example

    There's a 1 sprite named locked door (red blue green) and each button to open the door with the same color

    When player steps on the first one (red button), the red door opens

    When player steps on the second one (blue button), the blue door opens

    When player steps on the third one (green button), the green door opens

    But when the player didn't push the button in the right order, the door will be locked again (red blue green)

  • I'm not sure it makes a whole lot of difference (I might be wrong). I suppose the less solid objects you have to use, the better.

    These are good reads if you haven't read them already:

    https://www.scirra.com/blog/83/optimisation-dont-waste-your-time

    https://www.scirra.com/manual/134/performance-tips

    Okay, Thank You so much for the help !

  • Well, I'd start with the manual:

    Collision checks/sec (e.g. 1144 (~22 / tick)): how many times in the last second the engine had to test for a collision between two objects. Collision checks are invoked by the On collision or Is overlapping sprite conditions, and many behaviors perform additional collision checks automatically. In brackets, the average checks per tick is also shown. For example if there were 600 collision checks in the last second and the framerate is 60 FPS, the estimated checks per tick will be 10. This tells you on average there were about ten collision checks per frame, although the actual value will often vary frame-by-frame.

    I see

    Thank you so much for the detailed explanations

    and also, you're right, the middle of the layout has more instances of solid objects.

    In this types of game (platformer), which is better:

    1) put the solid behavior on the tilemap directly

    2) put the solid behavior on other object (sprite or tiled background)

  • My guess is there's less collision checks because half of the collision box is not on the screen?

    My other guess is that this isn't causing you any problems.. am I right? If not, why worry about it?

    Well, in the middle there should be less collision checks than the left / right side of the layout

    I worried because this game is for mobile and in 1 level there will be a lot of collision checks, and i'm trying to reduce it right from the start

  • Hello,

    In my game, when the character is on the left or right of the layout, the collision checks are low (~20/tick)

    But when the character is on the middle of the layout, suddenly the collision checks became ~50-80/tick

    I tried disabling the of the code on my event sheet 1 by 1 until all of them are disabled, and the collision checks still spikes when on the middle of the layout

    Here's the simplified version of the problem (in this case, the collision checks only change from ~3/tick to ~7/tick)

    https://imgur.com/a/kbfek

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hsetiawan

Member since 1 Jul, 2016

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