part12studios's Recent Forum Activity

  • Hi there,

    I was looking to insert something made with C2 inside of the space on a web page that previously was a swf. I'm so used to getting an index.html file that I'm not sure how i could take the code made for websites to be inserted into another index.html file. It would be fine if I wanted to replace an entire web page, but i just want to insert the game into a specific place inside of an existing page.

    Thanks!

    Caleb

  • yea I was using Parallels on my Mac. I have an xp image and win8.. the xp one seems to be stubborn.. the win8 one worked.. thanks for confirming what i should see zenox98

    I'm running the stand alone C2, not the one on steam.

    neat plugin for sure! I can't wait to use it.

    Thanks!

    Caleb

  • I'm running the latest version of C2. I install the plugin dragging it into the C2 environment, it installs and I reboot it, but when I go to load the example it tells me the plugin is not installed and since there is no manual that I can see, I'm not sure what i'm looking for (is it a new object?) but my looking around under behaviors and objects, I dn't see the camera listed. when I open the example it tells me the magicam plugin needed is not installed.

    Thanks,

    Caleb

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  • Good to know. I'll check with my contact at Microsoft to see if he can help at all with this. Maybe help give this some extra attention.

    Thanks

    Caleb

  • I haven't tried for awhile. there was some preloading update that C2 added recently-ish, but my experience was that the old project didn't act any better, but it seems from a quick new project test that audio was better..

    I've officially dropped any 8.0 development moving forward just because it's not worth it.. my mindset is IF a game made with 8.1 shows any real potential.. then i'll worry about 8.0

    I'll be trying it again in the future, I've just been busy with some non-c2 client stuff.

    Thanks,

    Caleb

  • volkiller730 that's great to know. I just wonder if anyone has actually done this? I can understand it's theoretically possible, but I'm just wondering if anyone has succeeded in doing this. IAP/F2P possible through the existing android IAP system and paid app price system?

  • hi everyone,

    I'm just wondering, it seems like while the Ouya and HTML5 publishing is a rocky and inhibitively challenging process (Ouya will get to it eventually) it seems like the Fire TV might be more straight forward.. though I don't have any proof of this yet.

    I don't own a device, but being android based and seeing that i have an android app store account trying for he fire would be appealing. Seeing they know how to make android device and make an app store that Construct 2 games can be sold under, it feels like the path is doable.

    I don't want to buy one since I own an apple tv and an ouya.. but i would buy one if it's a device we could publish too.

    http://smile.amazon.com/gp/product/B00C ... 46#compare

    Thanks,

    Caleb

  • Hi Everyone,

    I'm trying to get some good analytics in place using Mixpanel (required to work with a publisher I'm talking working with)

    the first thing they want is to have me past a big block of code that looks like this:

    <!-- start Mixpanel --><script type="text/javascript">(function(f,b){if(!b.__SV){var a,e,i,g;window.mixpanel=b;b._i=[];b.init=function(a,e,d){function f(b,h){var a=h.split(".");2==a.length&&(b=b[a[0]],h=a[1]);b[h]=function(){b.push([h].concat(Array.prototype.slice.call(arguments,0)))}}var c=b;"undefined"!==typeof d?c=b[d]=[]:d="mixpanel";c.people=c.people||[];c.toString=function(b){var a="mixpanel";"mixpanel"!==d&&(a+="."+d);b||(a+=" (stub)");return a};c.people.toString=function(){return c.toString(1)+".people (stub)"};i="disable track track_pageview track_links track_forms register register_once alias unregister identify name_tag set_config people.set people.set_once people.increment people.append people.track_charge people.clear_charges people.delete_user".split(" ");

    for(g=0;g<i.length;g++)f(c,i[g]);b._i.push([a,e,d])};b.__SV=1.2;a=f.createElement("script");a.type="text/javascript";a.async=!0;a.src="//cdn.mxpnl.com/libs/mixpanel-2.2.min.js";e=f.getElementsByTagName("script")[0];e.parentNode.insertBefore(a,e)}})(document,window.mixpanel||[]);

    mixpanel.init("bla bla bla token stuff...");</script><!-- end Mixpanel -->

    since there's not HTTP: to this, i don't see how i could use ajax or websocket to pass this data.. this isn't a .js file so i'm wondering how i could maybe set this up to be in a .js file and then of course.. how the heck I could access that js file!?

    NOTE: Also I found it incredible that not one prior post about mixpanel was mentioned. Its a really nice service and does a lot of cool stuff and has a free version so it seems like a really nice solution for folks. I know there is google analtyics, but this feels a little more developed for monetization than what I've seen with GA.

    Thanks!

    Caleb

  • I've been holding off doing a formal tutorial for many reasons, but the primary reason is that while CocoonJS was great if you're making a 100% free game (no ads, no IAP, no buy it now, etc) which is what Bee Active was, without being able to monetize a game with CocoonJS, I decided it wasn't really worth it.

    So, if you have any aspiration of making a game that makes you money on the Ouya, CocoonJS is a dead end. As it stands, Ludei has no plans to add Ouya store support, which is a real shame because its like, why bother then? Anywho..

    That said, really there isn't much to say on the how too. it was drop dead simple:

    1. export a cocoonjs build (not sure if it matters, but go ahead and add the cocoonjs object even though you never need to call on it (i didn't))

    2. upload that zip to cocoonjs. I did this with a standard account. nothing i could see in the pro version was worth applying for. NOTE: pro won't let you disable the "powered by ludei" splash at the beginning.

    3. compile for ouya of course and be sure you use the canvans+ 2.0.2 which is the latest as of this post. It worked fantastic for me, but I have heard from another dev that it was not good for them. All i know is that it fixed the controller issue for me (you used to not be able to use "on button pressed" before..)

    4. download the compiled ouya build. put that apk on your ouya to test things out. I suggest installing dropbox on your ouya using APK extractor which will make an apk you can email from an android device. this just saves you trouble having to move apk's back and forth over a usb drive.. i have a 32gb one installed on my ouya for games so i don't like having to keep ejecting it.

    5. you test on your ouya with the signed version to be sure it plays like it should.

    6. upload the unsigned apk that came with your signed one to the Ouya store for review. takes about 1-2 days to be approved and you're in. Ouya store stuff was pretty straight forward and I got accepted on my first try.

    Ouya is working on a solution similar to CocoonJS using Chromium which ideally would be great because this would be a wrapper for HTML5 games and insure we have the ties to the app store, but they have a lot going on with Unity3D support and other stuff so this might not happen right away, but I feel its something we'll see this fall.

    Till then I'm pretty much done with Ouya development with C2 until this solution is worked out. It was a shame to get so close with CocoonJS only to see the final chasm was too great to cross without their involvement/support.

    Good luck!

    Caleb

  • interesting and also informative that the issue is browser dependent.. ugh.. heh.

  • Glad to see it's not just me. that's exactly what happens for me.. the errors are warnings but yea those didn't used to happen IIRC, so yea something with xcode has changed or 1.5 changed even though 1.5 is what i used before on my 4s... i assume though its not the phone.. though I can't test this.. as i would imagine apple would have rejected my past 4s only tested games when they test on newer devices (5 and 5s existed when my games published a few months ago)

  • Hi everyone,

    I've used Ejecta for several projects and felt pretty comfortable with it, but recently I got an iPhone 5s (used to have a 4s no longer in service) and now when I go through the same steps I get a black screen.

    I'm just wondering if something changed or there is something different I can do to get it to work. Nothing has changed (it's still Ejecta 1.5) so far as I can tell. This new phone is setup as a developer device (xcode sees it as a selectable device).

    I'm just wondering what I could be doing. I tested first a new game by a friend, but when that didn't work I went back to a prior successfully published game that used Ejecta.

    Thanks!

    Caleb

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part12studios

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