part12studios's Recent Forum Activity

  • Bump. Is there another analytic service everyone is using that is better? I know there are some out there like flurry and such but is this what everyone is using perhaps instead of GA?

    I've gone with GA just because I'd had some success with it in the past but it has gotten more robust and now i think whatever i knew how to do at one time is irrelevant now so I'd be open to look at other analytic options.

  • Hi everyone,

    So I've been using GA for a while and ultimately I've had very spotty results using it because frankly I get kinda lost in the actual GA page. I have managed to confirm I am getting successful messages to it, but have no idea of how to know what they are.

    As it is, I have one setup and it's had various activity mostly new users and I wonder if this is just some kind of web scraping going on. I've tried a number of unique things both with Screen Name and Event name.. hoping I could use some kind of identifiers.

    Let me explain what I'm trying to achieve as this might also help make answering the question easier too:

    • how many times the app is opened up each day
    • how many times the replay button is pressed each day
    • how many points are scored total

    I think this is something that GA could manage pretty easily however what I wouldn't want is for all of these events to bleed together into some big blob of events but be some why I can properly identify each one somehow, but there are a lot of tabs and menus in GA's UI and I just get lost clicking around hoping something will click and I just can't seem to make it work.

    Any tips or advice would be welcome.

    I also get this error:

    Trying to make sense of this as well.

    Thanks!

    Caleb

  • bump. there must be a way to have an object have a speed throttle somehow.

  • Hi everyone,

    So one of my resolutions this year is to return to several games I let go to the back burner last year and get these games done. one of the problems I faced with this game (FredEx) is that the physics of C2 were so responsive that I had problems with collision detection with walls.

    In FredEx you flick boxes into the backs of trucks. My first attempt (seen in this video) was with GameSalad which seemed to have a generally slower less responsive physics system which in the case of this game worked in my favor.

    This was a rough early version, but notice how the mouse and the object are not locked together. There is a kind of lag because the frame rate / vsync / whatever that gamesalad was a little sluggish.

    Construct 2 on the other hand is a hyper responsive so with you drag the item it's locked to your finger and flicking can result in some incredibly fast flings which in some cases would break through solid objects that should normally stop the boxes..

    so... TL;DR

    I need to figure out a way to have an object I drag have a max speed. I've experimented with the various physics parameters in C2, but I must be doing something wrong because everything i tried never got me anywhere and thus resulted in me abandoning taking the game further. I need to know the boxes can never get outside the dock. Throttling the objects max speed should help prevent the problem i'm having.

    What I'd ideally like to see is just what you see in the video.. the boxes basically lag a little.. like they can't keep up with my finger if i move too fast.. and of course if i move slowly then they can catch up.

    one of the latest versions of the game can be seen here. I have all the assets I need to get this game pulled together if i could just master this dragging

    Thanks!

    Caleb

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  • newt Awesome thanks! So simple but I would have never thought about that..

  • Hi everyone,

    So it seems that now for no explainable reason when I click into my event screen and go to "add event". The window pops up but totally hidden/off screen. I've tried some windows commands I found for Windows 10 to see if that matters but nothing is working.

    You can tell the add event screen is somewhere because I hear the windows error chime when i click on the still visible screen. My next step is to uninstall Construct 2 but I'd like to avoid that to prevent any plugin screw ups, etc.

    Thanks!

    Caleb

  • that makes perfect sense thanks!

  • Hi everyone,

    So I have the unity ads plugin from cranberry. I know that plugins are kept in the /plugins folder. However he has recently upgraded his plugins to be .c2addon which I drag/dropped into the app.

    The installation worked, but I've been having some trouble with the plugin with XDK so I wanted to completely purge C2 of the plugin and start fresh to insure I have the latest plugin and just start fresh so I can properly isolate the issue.

    I don't see a "unityad" folder in the c2 folder and yet each time i open up C2.. unityads are still there. where else could it be hiding on my computer? I've never experienced this before.

    Thanks!

    Caleb

  • You should always start (i don't like this advice any more than giving it) with any cranberry plugin testing with the capx he provides. This has helped me.. the temptation to just go head first into the plugin and plop it into your game works sometimes but often it doesn't..

    The first thing people want to say is that it's the plugin.. it's broken.. but in reality sometimes how you use it in your game is just wrong. If you can replicate the same disfunction with the capx he provides then you might be onto something.. if it still doesn't work.. then maybe something else is up.

    I haven't tried that plugin.. you might also consider making your life easier by not using that plugin. There is a nice "social share" plugin that Sang Ki has that I've used with fairly good success that basically uses the iOS native share feature to post to twitter facebook or even text.. This has far lower barriers and works for iOS / Android.

  • the main ones i've been using lately are:

    IAP

    Google Analytics

    Admob

    Share

    Screen Orientation (portrait or landscape depending)

    Those are the ones I use fairly often.

    I've started using the Unity3D ads one so far and it's going ok but I've only tested it on iOS and I think Android might be having some issues.

    be sure you downgrade your project from 5.1.1 or whatever it is now.. down to 4.1.2

    what error do you get? what are you using to build the app? what platform are you targeting first?

  • STARTECHSTUDIOS I couldn't agree more. I am not saying do away with plugins and it could still be somewhat of a "wild west" for non-standard / basic plugins that I think we could easily agree on. The big ones I would love to see made official and actively tested / supported:

    • IAP (Ashley's team is working on update this)
    • Banner/Interstitial service (they say admob works, but i've never seen it work, i use cranberry's with good luck, but another popular one that also is working well last i heard with cranberry is chartboost for better paying interstitials)
    • Rewarded Videos (which service chosen could be survey'd also, I'm currently using cranberry's unityad service with success)
    • Analytics (I'm using google analytics with basic success with cranberry's plugin, but it has been spotty about supporting specific named events vs "layout", I am open to other services)

    There are of course tons of other services out there that could still be added like Parse (I use frosty elk's, and it worked well at the time) which may not officially be supported, but still possible.

    I think 3rd party services will improve as I've said before if we can get them into the official construct store much like the unity asset store. allowing them to be accessed and control their pricnig

    I know there has been concern about pricing being viewed as unfair, but I can't agree with that. If C3 costs $200.. and someone makes a plugin that costs $100.. or hell $500.. so be it.. if Scirra doesn't feel like a vital need is being met at a reasonable value then they can include their own.. or someone else may see someone is gouging the community and realize they could do the same work for less money.. great..

    we can't expect developers who have taken the time to 1. be good developers and 2. figure out how to get a plugin to work with C2 to sell their plugins for $3 a pop and be able to adequately support their product / service.

    Cranberry is a great example..

    1. he has limited visibility, especially for no users.

    2. then people have to know what they are looking for.

    3. find his website.. use free plugins or pay to have access to all of

    4. have a paypal account to make the transaction.. all of this results in lost customers the harder it is to be found.. but it continues..

    5. THEN once he has these customers who spent as much as like $35 whole dollars..

    6. they have to figure out how to use them..

    7. likely have problems because all of this is clearly outside the realm of C2 development...

    8. bug Sang Ki who's likey only got a handful of people paying for his service.. and expecting him to drop everything to fix their problems.. that could take hours of time which pretty much makes the $35 barely worth it..

    9. and more issues in the future with these customers (I'm one of the guys who's needed his help on more than one occasion)..

    10. hear people complain about him not responding quickly to problems for the $5 an hour he's probably making for all this hard work.

    This is all pretty hastily drafted but i think you get the idea.. 3rd party developers need to have easy access to all Construct developers.. they also need to give a % of those sales to Construct.. just like Unity3D does it.. there are developers who make a living making plugins for Unity3D.. there is no reason this couldn't be the same with C3..

    Everyone wins.

  • I agree with Big Infinity. The $500 is optional and for most personal projects it's a non issue. My concern with that is for client work where someone hires me to make a game for them. Then things change some. Also I still in spite of fans of Cocoon IO, I haven't seen it work yet for me personally so I'm using XDK which has no splash screen.

    Fengist $129 is still fair and remember it's a one time purchase. however you're right it isn't a good thing for new developers, but let me also back up and say that if you're serious about wanting to do apps and you're not a programmer this is still the best option. Also I can tell you that app publishing for Xcode and other game engines have their own aggrivations and publishing to apple is a pain in the ass no matter what for a new person because it's confusing and counter-intuitive. period.

    As a seasoned C2 developer, I brought up this thread to help expose a the area that needs work still. However if you think that app development on other platforms is easier / better.. even if their publishing pipeline is more refined you have a whole other challenge of learning how to code / learn their game engine / become efficient at creating games.

    C2 gets your idea up and running faster.. and web and even pc/steam is an option and those paths to publication are way smoother.. additionally even if this were easy..

    I never got the sense that C2 is promising wealth for everyone. If you want to look for real sharks / schemes.. check out build box.. they chage $2600 for their drag/drop game engine.. much less powerful than C2.. or a 12 month $99 a month subscription... GameSalad is the same with a $300 a year subscription for pro users and their engine (like buildbox) is sandboxed without plugin support.

    C2 is not perfect.. but you'll be hard pressed to find a better easy to use engine!

    However in spite of that I'm always going to advocate improvements that can be made.. not everything is possible and not everything will happen, but if we unify in our message as the users / fans of this product, Ashley will hear us and Scirra can respond.. if we say nothing then nothing changes.

    This thread isn't meant to scare off people but if it does they were not cut out for app development because app development is not easy.. it is not intuitive. it's work.. but for most of us, it's enjoyable hard work.. but the publishing stuff does feel unstable at times and that's what this thread is for. I want to know if maybe I'm just an unlucky guy with some plugins / processes.. and look some errors have been my own thinking it was a plugin or tool issue.. but this is because there really are a lot of little steps you have to be diligent about.. and anything that could smooth this process out would be a welcome change / improvement.

    I don't expect C2 to implement my dream of an integrated publishing solution with cordova.. but what I'm looking at is C3 and how it might be possible while they are building it to consider ways to create a smooth publishing pipeline.

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part12studios

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