part12studios's Recent Forum Activity

  • i'm no longer use mixpanel and really never got that far with it when i was unfortunately. good luck

  • i'm thinking in the sense of a plugin. i realize that things could be hacked with JS knowhow.. but I'm not a JS guy. Would be awesome to find a code-free solution.

    yea there is an iframe plugin i've used before.. though it was C2.. but i'm sure a C3 solution could be ported. Just seems like ads /impressions/video ads could be a plugin that would not require any js/hacking.

    I get that IAP / account linking would still require some back end knowhow that Construct would not be well suited for.. but ads.. that seems doable..

    and kredits.. from kongregate should be easy to do as a plugin i would think because they have an API already i'm if someone can make a steam plugin.. a full-featured kongregate plugin wouldn't seem like a tall order.

  • I recall asking about this with C2 and never really got a good answer. Konstruct plugin lacked any way of tapping into kreds which made that plugin pretty hollow..

    I'm thinking of ways to insert ads or banners inside the game itself. I know you could put ads in spaces around the game, but I'm thinking of ways of making the game itself where ever it is seen / interacted with

    On top of that, I would really like to think of ways to implement IAP type functionality in a web game. Are there any plugins for this that someone has made? Even maybe utilizing paypal or something where a payment could be made / processed / verified and ultimately attributed to the players account.

    Rewarded videos would be awesome too. Basically there is no reason web games shouldn't have the same possibilities to monetize that mobile games can. I mean C2/3 is a web based game engine! It would seem like monetizing web would be easily as important as mobile.

    It would also seem magnitudes easier to implement since there is no cordova / wrapping required and even allow in-editor testing to work in real time rather than having to build / load into a simulator or device to test..

  • Very cool! I'll try this. Sounds like I'll need to deconstruct how i did my spawning system but i follow what you're saying so it shouldn't be too hard

    Thanks!

    Caleb

  • Thank you for the response!

    when i use a container i get some really weird behaviors.. i take the body and put a "head" in that body.. my understanding is that you'd put the head into the body container. this made things behave strange like heads no longer pinning and spawning in odd locations, no longer where they used too.

    or am i suppose to make a kind of blank/generic object that then has the body AND the head in that container to work right?

    Now your containerless suggestion is very interesting! i've never used that feature before and I would like to explore this approach to expand my understanding of C2/C3. I tried to follow it but i couldn't quite make the connection. it wants to compare two values. so is it an x values equals y value? how do i know those values. like how do i know the UID of the enemy head that is to be destroyed?

    in expression i put EnemyLeftHead.Pin.PinnedUID but i'm not sure what would go into "value" or how to put the "head to be destroyed" uid in there.

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  • Hi there,

    So I have a game where the enemies have a head attached to a body for the enemy. there are numerous enemies coming at the player. I'm using the pin function to attache the head to the body. Also I have an enemy that comes from the left and an enemy that comes from the right.

    So yea when i kill one of the enemy (body) it is destroyed which is right, but it destroys ALLLL of the heads for that enemy class on the screen. I don't want that to happen.. only destroy the head attached to the body that gets destroyed.

    I was trying a container, but i'm not 100% sure I did things correctly there and if that's the answer, I can dig deeper into that.

    Thanks,

    Caleb

  • yea i see now that i just had to work with positive numbers for the speed. worked it out. I was canceling out things by using negative values incorrectly.

    Thanks!

    Caleb

  • Hi everyone, so I'm making a simple homage to Kung Fu Master and while it's not done of course, I'm working on a system that allows enemies to randomly come from the left and right. I have a few variables I was using to help manage the game's controllers and applied this same approach fairly successfully with the enemies as well, but they show a strange behavior and I'm not sure why:

    http://part12studios.com/temp/Games/KFM/KFM_05/

    swipe left and right to move.. swipe up to jump and tap to stop.

    this is where i'm determining the bullet speed of the enemies.. i have a left enemy and a right enemy just to help keep things easy to manage.

    https://www.dropbox.com/s/gagajzmmbbdl7pd/kfm1.png

    so the idea is that if the player is in a moving right state, the left enemy bullet speed gets reduced and the right side goes faster.. and overall this works fine moving left and right, but when idle.. where i have both off thus making the speeds normal (400 and -400 respectively) things get weird.

    I don't get why. there are no other places in the game where bullet speed is changed. regardless if i set the bullet speed to all enemies to 0 or 400 / -400 (respectively again) the right guy continues to be in that stuck state..

    I wonder if it's something about using the (-) symbol in the formula, but all of my testing has been unable to find some common thread. Maybe it's something about using - and another - or something? like dividing by 0

    Thanks,

    Caleb

  • ok i ran a couple of those games and they played great but that's also Cocoon IO which uses their own special webview IIRC which has pros and cons of it's own. I'm looking at Scirra's use of actual Cordova which isn't using the same thing as Chrome and Browser.

    Thanks,

    Caleb

  • NN81 it's an arm based device. yea i'd love to see how crosswalk works on my device for comparison.

    How are you building crosswalk stuff? the only way i knew how too was with XDK which as far as I can tell has been closed by Intel with no client downloadable (and i assume their build servers are offline too)

    Also I'm not saying I didn't contribute to this, but this thread isn't about Unity vs Construct.. but really this is about Construct 3's build in Cordova comping process and it's poor performance on some android devices and if there could be a solution Scirra could apply to it.

    I'm not really really even looking for an alternative. part of the pricetag / feature that sold me on C3.. was it's move to remove the reliance on 3rd party plugins (at least for core features) and 3rd party compiling requirements.

    I want to see this be addressed and my original purpose of this thread was to see if there might be some other games out there made with Cordova on the app store I could install on my device to see if they too suffer from the same performance problem that I have with my C3 projects on my LG G Stylo device running Android 6.0

    Thanks,

    Caleb

  • yea i met a guy one time who was a legit C programmer (not sure he used unity) but he still used C2 for prototyping so it's not like you have to choose, but i also know another indie dev i've known for awhile who finished a game with C2 but at least year later is still dabbling with unity..

    i think the key with construct / publishing is mostly just not to rely on a lot of third party plugins (btw this is not a breeze in unity and others, i know as we've developed apps for other people using unity) so yea it's not like unity devs never have trouble with 3rd party services..

    i agree not all android devices have to work, i'm just not convinced that my device can't run the game well is all.. part of it of course is that i bought it as a test device, not a phone.. and basically learned it's useless.. $100 out the door.. but it's like really, if this device which plays any other game i've put on it fine.. how many other devices will have problems?

  • interesting about fusion. yea something didn't hook me.. and yea i am actually pretty happy with the iOS performance.. it's not rock solid, but it's fast.. it's acceptable for sure.. very comparable to the chrome browser performance seen in the video.. so i'm going to roll with that for now.. the xcode simulator plays well and appears to reflect a good comparison of speed compared to my physical iphone 5s.

    i have not tested the plugins yet though.. ads / iap.. that will come later, but at this point. monetizing is almost pointless to spend time on unless you have a heavily marked (funded with thousands of dollars) to get some notice in the mobile space.. banking on your game being the next flappy bird going viral is up there with winning the lottery.

    So i can attest that iOS works well enough to publish.. and i guess some phones for android are ok.. but i still would like to to understand how browser plays fine but cordova sucks.. given the open source nature of these products.. i dont' see why construct's cordova exporter couldn't point to the same drivers that chrome and the browser app use when they play the same games..

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