part12studios's Recent Forum Activity

  • Ahhhh ok understood, I didn't get that. sweet!

    Just asking though, it appears to be working with the existing plugin payh / plugin id.. are you saying the link above works better? in what way? just more reliable or is there something else special about it?

    I'm asking just because I'm usually in the mindset of "if it ain't broke.. don't fix it"

    Also yes I do see the event and layout following those directions. fantastic, so badass.

    Thanks!

    Caleb

  • thanks for the filter tip. that did help! i see some activity..

    one question about the git link. there was no "plugin" for c2 that i could see. just source files and such. is there a trick to making it a plugin somehow? I'm not a javascript coder so while i see the files, i don't know how that would be made into a plugin that c2 would recognize.

    also if i could impose one more question on this subject.. how do i find the specific names of "event" and "layout" values I pass to GA? it seems like there is a sea of options and tabs and choices and nothing jumps out at me as "here is how many of those dings" you got.. which ultimately is all i need to know (i think) from this monstrous service of information that is GA

    I do see information, which is huge.. i'm glad i'm not crazy.. but in my case i had two events firing off numerous times.. where / how do I isolate those values it captured? like.. one question is how many times did the game replay? how many times did a player enter the layout.. two very different events to be captured but i guess this screenshot shows all events that came in from 2-3 people who have played it:

    Thanks!

    Caleb

  • Hi there,

    So I'm using XDK with a project and I have the cranberry plugin setup.. I have the Track ID "UA-bla bla bla" and I have it in the iOS and Android slots since I figure I don't really care to track each individually for now.

    That said I also have audible cues set to fire off when I get "on event track succeeded" and "on screen event succeeded" so this (in my mind) tells me the messages are making it to GA.. and yet after many plays and confirmed calls, no activity is showing up.

    However I was getting mixed messages with the cranberry cordova plugin.. in the read me it says:

    "3.Install plugin

    Now all the native plugins are installed automatically"

    so there are no instructions to how to add the GA plugin to XDK... I googled around and found one that I'm currently using which is a plugin id "cordova-plugin-google-analytics" assuming we're using cordova 5.0 or better..

    found here:

    https://github.com/danwilson/google-analytics-plugin

    Does anyone have any ideas on this? I may try flurry as an alternative, but I just thought google might be more straightforward

  • brilliant thanks randomly! I feel pretty good about the submit / text grabbing stuff but yea the idea of allowing someone to type something was new territory. Thanks a ton

  • Hi there,

    I was thinking about making an app and the question came up that if i made a app (not really a game at all) that needed some text entry.. does the keyboard automatically get called on when you touch in a text field?

    I can't test in a browser and right now I'm having some trouble with certification stuff on iOS with an existing game I'm making so I thought I'd pose the question here to help insure I approach it with the right state of mind.

    Thanks!

    Caleb

  • thanks for the tip newt! i'll keep an eye out for that. maybe on destroy, spawn another particle effect to create the illusions..

    one thing i still notice is that they don't have a random rotation option.. i really need to put in a request for that.. so when the objects appear they are not all the same orientation.. looks more organic if each spawns randomly 0-359 degrees.

  • oh containter! omg, i forgot about those.. i was trying families.. and sprites / particles can't group in families.. thanks i'll try that!

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  • Hi there,

    So I have this game where i'm spawning enemies that are basically bullets with a smoke particle trailing behind

    http://part12studios.com/temp/Games/SMoD/SMoD_05/

    but here's the thing.. i have a fade on the particles.. so when the enemy hits the player.. i can do anything i want with the bullet object (asteroid) but basically when i say "fade" all of the particles in the scene fade

    particles are troublesome too because they don't have collision.. i can't say "on collide" otherwise it would be no problem..

    so i think that's the main question.. any ideas on how i could manage particles individually.. ones that are partnered to multiple enemy bullet objects.

    Any insight would be helpful. I'm sure there is something elegant i'm missing out that's obvious.. but my brain's getting fried at this point..

    Thanks!

    Caleb

  • better of starting a new question for this.. if you mean the phone screen turns off.. that's a system level thing going on. i don't think you can do anything about that.. i may be wrong about that but basically imagine if your app were a music player.. you'd want the sound to keep playing, not turn off..

    one thing you could do is setup a timer that basically turns down the volume after so many idle seconds IN your game.. then you just make sure that "on any touch" you set the volume to full again.. of course it won't matter if it's already on the volume is maxed.. that's one quick / dirty hack that should work.

  • Hi there,

    So I have simple setup.. i want to spawn a series of asteroids as enemies and i want to have a particle attached to each one of them. this works great except the very first time.

    The very first time it happens the particle i attach is orphaned and doesn't attach.. but all later ones are attached properly.

    one hack was to spawn one off screen starting out, but i just don't like it behaving like this and would like to find a more elegant solution.

  • How do I get the APK on my android device? I played the web version. which is well laid out. In terms of gameplay (playing on browser) it did seem like i could just jump on heads forever and the challenge doesn't increase.

    Suggestion: yes you can jump on heads but have the jump have a cooldown to avoid exploiting that feature. Alternately you could also perhaps introduce jumping zombies or something like that to mix up the safety of bouncing on heads forever.

    Also I couldn't figure out how to reload. clickinging (web version mind you) didn't seem to do anything when it clicked "reload".

    Suggestion: For the web version perhaps you could have all of the game controls correspond to key strokes like Z shoots X reloads or something like that. Also a toggle button for touch controls. This way people (most people) on web are going to not want touch controls taking up screens space

    Really nice art and I love the way you have the remove ads / menus structured.

  • It's not that I expected to work on the PC I just want to be able to see everything else.

    I have used other AdMob plug-ins before that didn't create this problem.

    Usually plug-ins that are mobile device specific are ignored.

    I am currently getting around it by removing the plug-in for the time being but there must be a way to circumvent the plug-in so I can keep it in there because every time I want to make a change to the game it means I have to delete the plug and then re-add it later which is ridiculous.

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