part12studios's Recent Forum Activity

  • oh wow didn't even think about that being an issue! Thanks for pointing that out. that's a shame, but I can work around that. The app's fundraising power was secondary. It can still serve it's purpose with out it. I just thought it would be a nice feature to add.. and give me a good reason to finall figure out how the IAP system works

    That's cool that the IAP object acts as a kind of catch all for each store. I imagine there are specific tutorials for each of the mentioned supported platforms as well. i'll definitely dig into that (but not for this app!)

    Thanks!

    Caleb

  • Hi everyone,

    So I have a game I'm making that I want to be used as a "game for good". This will be meant to do two things:

    1. raise awareness of bees and dangers they face

    2. raise money for a non profit audubon society

    So my plan is to make this game for iOS, Android, Windows 8, Windows Phone 8. I have experience reaching all of these platform, but what I haven't done before is doing IAP with C2..

    I know there is the "IAP" plugin for C2.. but what does that work with? Is it a cross platform IAP system?

    I'm working under a very tight timeline in order to have the game ready in time for respective app stores (iOS being the longest to get approved) so I'd like to be able to reuse as much IAP dev time as possible.

    I'm looking to use Ejecta for iOS, how would I access IAP through that? Or is that possible yet? I see the ejecta object has iad support.. and some other things (game center i assume)

    Thanks!

    Caleb

  • I'm confused about this. In the past using GameSalad I had to generate a keystore through the terminal (was done on mac). This created a custom keystore that I would use to sign my app.

    It seems that Intel manages the keystore with each build, but is that keystore unique to each build? how does it know because my concern is if I upload an app with one keystore and do an update with a new build that has it's own unique keystore, then I'm pretty sure Google Play and likely others will reject it.

    I thought someone here had experienced a similar issue on the forums but couldn't find the post. Does anyone know how this really works? I have a game that's ready to publish, but I want to be sure I'm doing it right.

    Thanks!

    Caleb

  • http://i.imgur.com/aeHDm85.png try this setting under project properties.. i came across this.. it seems to remove any "burring" that occurs from AA, which normally is desirable, but not in the case of retro looks..

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  • http://i.imgur.com/aeHDm85.png try this setting under project properties.. i came across this.. it seems to remove any "burring" that occurs from AA, which normally is desirable, but not in the case of retro looks..

  • newt the jiggle is gone, but i also see we can do any kind of drag/scroll with this.. so it's better, but not perfect

    fongka2 its not about making a game for browser, but really getting the logic to work right. the performance issues i site were only part of the issue.. the bigger problem is the swiping logic (even on PC) not being reliable..

    in general all of the techniques I've tried all resulted in something being less than stellar compared to a mobile browser..

    the first one had issues where when you "grab" the screen to flick it, sometimes you'd get dud flicks..

    the bullet method was nice but it lacks any drag-ability

    So even if I did wrap it with crosswalk or some other wrapper, it doesn't matter if it runs faster on mobile if it doesn't perform consistently.

    I'm still excited to find a solution eventually. i think maybe there is some way to blend the two.. i just haven't figured out how.. in my head the way i see it is to use the drag / snap effect used in the bullet method.. notice how it always returns to the middle so no matter what you do you grab it..

    then using the flick / comparison information of that object, pass it on to the camera like in the first example.. but i'm not sure if that would support drag/scrolling.. flick only is not acceptable.. i just want to find an air tight 1 to 1 comparison to how mobile browsers scroll

  • Ok so I put some simple constraints on that demo, but i'm noticing something undesirable that occurs on this demo.. if you drag and pull (not swipe) it does a kind of jerky dance till you let go.. so it seems like ther emight need to be some other method or approach to how the scroll happens while finger is touching and then on release the bullet effect works nicely...

    http://part12studios.com/temp/ScrollTest1/ original..

    http://part12studios.com/temp/ScrollTest4/ this one was optimized for web (just made the images small so they would load faster and i put some constraints on it to keep the crosshair from leaving the screen..

    unfortunately both suffer from the jerking effect.. here is the optimized version I made https://www.dropbox.com/s/320zqfihyvb8b ... Test3.capx

  • It does work very nicely other than going to high up causes the crosshair to leave the scene but it works well going down on PC.

    Still seems to be a little jerky on mobile, but I think I'm realizing that 60fps scrolling even with other sites is not really happening on mobile devices in general so I guess I'm just expecting too much from mobile devices.

    I haven't had a chance to analyze how your system works, but it does seem to be a good one. Thanks for sharing!

  • hi there,

    I found this helpful tutorial https://www.scirra.com/tutorials/560/sw ... th-inertia which works great on pc, but when I tested it on mobile I found it to respond pretty poorly. I tried with graphics and without..

    I like having the momentum effect rather than having it stop dead in it's tracks, but this is probably where the performance / accuracy is an issue, but it seems hard to believe this is asking a lot of C2.

    http://part12studios.com/temp/ManualTest/ (with graphics)

    http://part12studios.com/temp/ManualTest2 (without graphics)

    the graphics did bog it down some when testing on iPhone, without graphics seemed a bit better, but on android and WP8, it really felt generally very jerky.

    Is there a smarter/efficient way to do a proper swipe scroll with C2? it seems hard to believe that as great as C2 manages web this would not be a demanding act

    It seems like the "every tick" approach might be the issue? I'm not sure how else to approach this but ultimately what would be great is simply having a nice smooth 60fps feeling experience that isn't struggling when flicked up and down..

    Any advise / tips would be welcome.

    Thanks!

    Caleb

  • ok cool that's good to know. I can see how a plugin could be a solution and great to know it's not something built into C2.

  • Hi there,

    I have a project that requires a user to be able to upload a photo to make that a usable avatar. this seems possible although I don't know how it would be done with C2. I've never seen a project that lets me click "choose file" to pop up a window to select a file before.. but its possible in HTML5 so it seems C2 might have something also..

    The other question is image manipulation (what if images are different sizes, how to avoid stretching or cropping), storage and recall.. i wouldn't know how to do that. not sure if webstorage can store image files with C2.

    Then the question comes up for iOS.. iOS has camera rolls for accessing those pictures or maybe accessing files from a service like dropbox.. I'm just trying to get a sense of how easy is it to access images for a desktop computer and mobile devices.

    This feels like something that might be too much for C2 because it's just not really a game function even if some games do like to use custom images, but it would be much appreciated if anyone could speak from experience about what limits there are (if any) doing something like this

    Thanks!

    Caleb

  • Awesome, yea that's good to know. It may be tough to crack any big sales without a demo, but it definitely does reduce the added dev complexity of implementing a working in-game purchase system. That said, I agree this would be how I would approach it at least at first.

    This does bring up a great question regarding how we could achieve the in-game purchase system through chromium. Phone gap works so if you have a game that is more event driven and not real-time, it could be a good solution.

    I'm busy with some other projects but i'm absolutely interested in seeing this process demystified.

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