part12studios's Recent Forum Activity

  • Hi there,

    I was looking through the manual to get a breakdown of what all of the events and behaviors really mean. I see there is one for Facebook. Something similar I would think should be there for twitter. IIRC it's a standard plugin, not one I had to go seek out. Is there something out there I'm not seeing in the manual?

    Thanks,

    Caleb

  • MrGoatsnake thanks, i have a better version to push soon for various android.. i refined the touch controls.. before especially on my iphone 4s.. you had to really touch the light perfect to grab it.. now its waaaay easier to grab.. while still having the collision of the wall be more forgiving and easier to grab the voids and lights..

    i'm curious about that guys comment on the tutorial about doing things more object oriented.

  • MrGoatsnake thanks for the offer. right now i'm just testing local, but you reminded me i should try online and in that situation it doesn't lock up.. i'm testing twitter on a simpler game for now http://part12studios.com/temp/VoiderTwitter/

    you should see the twitter post link when the game over popup concerned.. i had to add the game over popup so it needs a little more work though.. but yea once i get this game working I'll get twitter in Bee Active next.

    I was holding off testing twitter on all the other platforms until i knew I at least had the web version working perfectly. Not sure I'll have much time today to fix it but it seems interesting that twitter will post a full message the first time, but the 2nd time it just displays "Text".. so something must need to be reset or something..

    I'll probably test android next once i know the web version is working. I'm just testing on Chrome right now, but naturally testing on other major browsers will be important.

    My goal in figuring out twitter is to offer a grand twitter tutorial that really explains it for all platforms. It seems like the twitter tutorials out there on the Scirra site are all pretty narrow in scope.

  • MrGoatsnake will do.. not getting any help on the twitter issue though just yet. might have to bump it for a few days till someone sees it. I really don't get why the app would fail to respond after the twitter thing plugs in.

    The big question once I get this hangup issue resolved, is simply, how will the twitter post appear in a mobile app (if at all).

  • Hi there,

    I've got twitter working in one of my games in my testing, but each time it pops up a popup, the game itself seems to have frozen. I can click buttons and hear sound, but other than that, they don't reset layout or change scenes.. any idea what could be going on?

    it doesn't matter if i successfully post or just close the popup.. same locked up result

    Thanks,

    Caleb

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  • Hi everyone,

    I'm super excited about twitter working. That example above totally helped me understand how to get it working in my game, but I'm having a problem.

    When the twitter button is clicked and displays things correctly, when the window goes away, either by me clicking it to post or even just closing it without posting, the game itself refuses to respond.. i can hear sound of clicking, but no actual actions.. does time scale go to 0 or something?

    Thanks

    Caleb

  • MrGoatsnake thanks yea I'm trying this out to see how much impact it can make.

    The next big thing i'm working on is incorporating twitter and facebook into it to help spread the word.. I almost have Twitter figured out, just have to figure out why when I activate twitter, i can't click anything back in the game once the popup has happened..

  • awesome thanks! jaketakelake

  • Hi there,

    So I've been working hard on some games, getting good at reaching lots of platforms and all that, but now it's time to start learning on social media to help promote the games.

    I did some searching on forums and tutorials here, but it seems like maybe there are some pitfalls, gotchas or other concerns.

    I saw this example but this seems to be a kind of popup example, not a normal web page when I run it.. i don't think popups work in a mobile app..

    So I'm just wondering if anyone out there can give a nice breakdown (Big Picture) of twitter across various platforms with C2.. is it something that should only be used in web where popups are enabled? or can this same twitter example work fine in a mobile app? I'm publishing too:

    web, kongregate, chrome store, ios, google play, amazon, nook, windows 8, windows phone 8..

    obviously with so many platforms I'd like to know if i can do twitter once and it work everywhere, or is it something that has to be wired up special in each situation?

    Thanks!

    Caleb

  • For anyone interested in publishing to the Ouya, I'm happy to report I'm getting very close to getting something on the store. I've been working with a developer working for Ouya over the last week. This has been a serious process but once it's done soon, we may have a good system. I'm starting another thread to get some help regarding mobile browser.

    Long story short, I'm running a custom 47gb ubuntu VM (using VMWare player) to develop Chromium apps. I've been working on this for a number of hours each day with Ouya to make this a reality. I've learned more about ubuntu and android development than I ever thought I'd need to know, but fortunately once it's done the process for doing it over is going to go much smoother.. Eventually the plan will be to automate it, but for now it's going to be manual..

    We have a little more to do early next week to make an acceptable APK. This is without IAP so that means you could either make an app paid with no demo, or a 100% free app.

    However, we plan on moving into IAP right after that because I would like any paid games have a demo, or maybe a currency someday..

    Thanks,

    Caleb

  • iceangel thanks

    If anyone wants a direct link to try it out it's here http://part12studios.com/games/Voider/ doesn't run well on mobile web though but the mobile apps do..

    Though I realize now that the touch collision which I made smaller (though the light object is bigger) also effects touch.. so i'll have to make another build soon that addresses this.. I have some ideas on that.. basically need to have an invisible touch object that makes it easy for a finger to grab the light, but that object would not be what collides with the objects in the game like walls especially. I wanted them to be more forgiving, but to be sure getting voids and lights easier.

  • thanks for the pointer! I'll definitely back it up

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