mrtumbles's Recent Forum Activity

  • Yeah I just found them on the asset store when I went looking for alternate sources (I don't have paypal so the developer's website's direct channel to the plugins is a no go for me )

    Thanks so much for all your help - I'll report on progress...

  • To check if product has been purchased in the past you need to call "Restore puchases". With "Request store listing" you grab only products data

    Frustrating to learn this, as this isn't how the manual describes its usage:

    "When On store listing success triggers, the product names and prices are available, and purchases can start being made or checked with the Has product condition."

    I've switched to Cordova IAP plugin and everything worked like a charm.

    Can you provide a link to the Cordova IAP plugin? Or do you mean the Cranberrygame IAP plugin?

  • Potential solution - I'd missed 'Getting' the value after checking if it exists. Extra step provided by Ciprian Amarendei on facebook.

    Still waiting for the upload/build/download/upload/process saga to finish - but potentially could be the fix. It's been days puzzling over it now! Will mark solved if solved.

  • set the local.storage (isPro key) value to the variable (isPro).

    Can you explain? That doesn't actually change anything I/O as far as I can tell....

    I'd love to take it on faith but the only way of testing this is a 3-hour round-trip uploading and downloading to Intel/Google

  • I want players to be able to purchase the product 'pro', have a localstorage value 'IsPro' set to '1' and set the global variable 'IsPro' to 1 also. When the layout starts it will check the localstorage value, and check the store at the same time. This way the player will also be able to use Pro features when the store listing is not accessible if they've previously purchased.

    So... why doesn't it work? And I mean none of it - people can purchase, but the localstorage and global variables never set

  • It never hurts to hear the experiences of a player - especially one who's never played before, and especially this late in the game

    I've responded to a few more of your comments as well by the way - adding animations to show what the pickups do

  • Brilliant! Thanks man. He's not a monkey btw, he's a Rocketfella

    Movement speed I have tweaked up and down for ages, and I'm aware it's at the twitchier end - but I want the player to be able to manage those sweet trick shots! I'll reduce it again, see what difference is made.

    Lasers will always hurt you, btw, unless you take out the mad scientist dude, then they switch off

    EDIT: Potential walk animation for Rocketfella:

    I have also dropped movement speed by 25% - the gif reflects this badly! I'll upload to the Arcade later

  • My first game for commercial release, Rocketfella is currently being demo'd on the Scirra Arcade (as well as itch.io - as a prospective location for future desktop sales). The demo has four different enemy types, and three terrain types.

    Besides five game-changing unlockable jetpacks, the full version has seven enemy types and six terrain types so far. Each one is added to the mix every 1,000 height travelled - so to fully complete the full game players will have to reach a height of around 15,000. It will be released next month for Android and desktop.

    The demo has bad music - I'm aware of this, waiting on several artists now producing original chiptunes or remastering/remixing old tunes for a soundtrack - so you can just go ahead and put that on mute in the pause screen...

    I'd love to hear the input from the community here - please BE CRITICAL! Within constructive bounds, I need to hear the worst of it!

    https://www.scirra.com/arcade/action-games/rocketfella-5472

    Due to the way Scirra Arcade works, the itch.io makes a far better 'landing page' for the game right now, as it includes media representing aspects that will be covered in intro animations etc:

    https://chilly-durango.itch.io/rocketfella

  • Being a legend.

    Legend. Saving these for another time, amazing stuff dude!

  • No worries - now welcome to the wonderful world of designing your graphics so that they scale nicely!

  • What you'd do is:

    Every 3 Seconds
     > Set variable "var_randomsprite" to random(Array.Width)
     > Create object "Sprite"
     > Set Sprite.Width to Array.At(var_randomsprite, 0)
     > Set Sprite.8Direction.MaxSpeed to Array.At(var_randomsprite, 1)
    [/code:39cfef9i]
    
    And so-on - you choose a random number first, then create your sprite with values according to the entry held at that value on the array. It's a bit of a mind-squeeze getting your head around arrays - but if you can master these and working with loops, you're pretty much set.
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  • Lucky you, you're using Construct 2! You don't have to code - and you don't have to pay for help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/tutorials/422/bu ... o-tutorial

    Community star Kyatric made this fantastic series on making your own shooter from scratch. You don't need to pay him by the hour - and you can pause him whenever you want! It's not as daunting as it looks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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mrtumbles

Member since 1 Jan, 2013

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