playerelite's Recent Forum Activity

  • Okay so I found a solution (two to be exact) :

    First solution: FB Graph API call /me?fields=location{location} will return :

    "location": {

    "location": {

    "city": "Ottawa",

    "country": "Canada",

    "latitude": 45.4167,

    "longitude": -75.7,

    "state": "ON",

    "zip": "<<not-applicable>>"

    },

    Then you just have to get result["location"]["location"]["country"]

    Second solution is to get the user's locale if location is not defined, this will return something like :

    fr_FR, the FR = the country code

  • Hey !

    Is it possible to get the user's country ? My app has a social integration (facebook) but it seems to not be possible anymore to get the user's country from Facebook :/

    So my question is : how do I get the user's country on iOS (important) / Android (less important)

    I know it's possible to get the language from the Browser object but as some countries use the same language it will not be accurate and I want it to be accurate :/

    Thanks in advance !!

  • Hey, thanks for your plugins !

    I have a question about the CordovaFacebook plugin tho : by the past I was using the C2 Facebook plugin and I could access my app without having to login to facebook (press the fb login button) each time I was starting it, but with your plugin, it looks like that once you refresh the page, you have to click the fb login button again because you are not loggined anymore :/ weird, is it normal? will it act differently on iOS when it will be compiled ?

    Thanks in advance !

  • > Heyo!

    >

    > I wonder if editbox are working when exporting using Coocon.io ? as I have seen on the forum that it was not possible/working with cooconJs <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    >

    > also, how can I test my app on iOS after exporting it through cocoon.io ? I only get a zip in which there is a .xcarchive but how do I put it on my iPhone? I need a Macbook/iMac? <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

    >

    > Thanks in advance for any answer ! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    Sign it to create an IPA and then you can install it on your device <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    You need XCode: https://developer.apple.com/xcode/

    XCode only runs on a Mac or in a virtual machine.

    Regards

    Hey ludei,

    Thanks for your answer & thanks for your work on CooconJS / Cocoon.io, it helps me a lot ! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Hello

    I am currently trying things on iOS / Android ; I'd like to let the user enter a (long) message / text when he touch an object but I don't know how to "call" the keyboard (make the iOS/android keyboard visible) to let the user enter his message.

    I'd prefer not to use the editbox object as I'm not sure it'd work with Cocoon.io

    Can anyone help me please ?

    Thanks !

  • Heyo!

    I wonder if editbox are working when exporting using Coocon.io ? as I have seen on the forum that it was not possible/working with cooconJs

    also, how can I test my app on iOS after exporting it through cocoon.io ? I only get a zip in which there is a .xcarchive but how do I put it on my iPhone? I need a Macbook/iMac?

    Thanks in advance for any answer !

  • He said on his thread he had not the source anymore but roj0hound managed to fix it without getting the source from lucid, that's why I'm asking :3

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  • Hey,

    I am currently working on a project that is loading textures from a folder at runtime, and I'd like to load 32 frames into an animation using Unique Sprite.

    The problem is that Unique Sprite is not working with animations ;/

    (i'm loading frames that way

    class Utils:
        def load_frames(self, object, frames, location):
            i = 0
            while i < frames:
                object.SetAnimFrame(i)
                object.LoadFrameFromFile(System.AppPath + "/data/textures/" + location + "/image " + str(i) + ".png")
                i += 1
    [/code:1jp8f2z3]
    
    I looked for the source code on sourceforge but I have not found it  Is it possible to decompile .csx files?
    And even if I could do a such thing, how do I recompile the source into csx (non-runtime & runtime) files?
    
    Thanks in advance for any answer
  • Thanks for your answer r0j0hound

    I'll give a look at it right now

  • Yes but I don't want to open it with CC It becomes laggy when the project got a tons of events / conditions

  • Hey guys,

    I wonder if it is possible to decompile/decode the content of a .cap file?

    I'd like to create a c# tool to modify .cap files that's why I'm asking

    Thanks in advance for any answer

    playerelite

  • I just submitted my game in 27.2.15 to Amazon app store amazon.com/7thReactor-Hidden ... den+jewels

    Congrats !

    Mine was accepted too : amazon.com/AD10N-AstroCube/dp/B00U2UG502 <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

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playerelite

Member since 30 Sep, 2012

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