Well, the plugin actually has nothing to do with Kongregate's tab managing, that's something the portal handles. The plugin should be posting the scores but I'm not aware if Kong changed anything regarding their leaderboard display conditions. Anyway, is out of the scope of the plugin. I also have a Google Analytics plugin for HTML5 games that may interest you too to track all your visits and even notify events. You can check it out here: bit.ly/2LQAsVH
That's actually very handy... for instance, an "Active" state for the player lets the user move, jump, run, use his power ups... then when you receive damage you change the state to "Damage" and you may inactivate the controls and throw the player a couple of pixels away like receiving an impact, then return to "Active" and enable movement again. And for special powers they may be "sub-states" of the main "Active" state. Is usefull also for handling animations with more complex effects. When I did this I first used instance variables for my objects, and months later I was able to develop a behavior and a plugin for handling the whole game state and each object's state.
Hey Laura_D, what you need is to focus on a FSM (Finite Stame Machine) approach to your game. I've created my own C3 plugins to make this easier, but you can implement it with simple instance variables and you will need a global variable for your whole game state. This is a simple and effective approach since all the actions depend on your object's state. For instance, if you NPC is being controller by the player, it may have the state "PLAYER_CONTROL" as a string in it, then if you trigger the dialog box you may change the state to "PLAYER_DIALOGUE", and in your event sheet you have to condition the "control handling" of the player to the state "PLAYER_CONTROL" so your game knows when you are either moving around, or seeing a conversation.
I just implemented the same stuff I described for my last games and workload reduces a lot becuase your conditions to trigger more stuff in the game depends on a state, instead of tons of variables and animations.
Hope it helps
Hi josh! That's all you need. I'm using the plugin on several of my games without problem. Make sure you have entered the correct tracking id in the plugin, it must look like UA-012345678-1.
You can also try to look for dumps in browser's console. For chrome you press CTRL+SHIFT+J to open it, look for the "Console" tab and see if there's any error(red) GA-related listed.
If you'd like to discuss the problem in more detail, I'll be glad to help through discord https://discord.gg/T4GHBTc Testing mode will send GA tracking while you are in preview mode, it has no effect on the final exported game.
I already published a CSS injection plugin for C2 and C3 runtimes in Construct 3. Is free btw..
construct.net/en/make-games/addons/307/google-analytics-handy
I created a Addon thar supports C2 and C3 runtime dor Google Analytics
Hope it helps, is super easy to use and it even has event tracking.
I find that requesting Kong to invest on a plugin may be difficult since they already provide their API documentation for implementations, so going further may not be suitable for them. But asking is always an option.
And I think Construct is not interested on developing more HTML5 monetization methods, they are letting developers and companies build all the integrations they need through Construct API, which by the way, having IAP's or admob-like plugins for construct are subject to the policies of the ad network, which in many cases require you to have at least 1 million plays per month... quiet high for solodevs.
That's one thing I'm planning. I already have been creating several plugins for my personal use (firebase, push notifs, other 3rd party integrations) and going through scirra API Docs so I'm able to create more things... I just need to finish a couple of undergoing projects before this, but the basic functionality for Kongregate integration will be up and running (scores, names, logins).
Thanks for the interest and support. :D
Hey Thanks! Will try to implement all of the features of it in a further release, as soon as I'm free to go back and work on it will upload an update.
I'm not saying the way it works now is worst, I just don't feel as free as I used to before changing to function maps. Just take that in consideration now that you are working with the javascript feature, it will definitely constrast.
Keep up the good work.
Function maps is a feature I really dislike on the new runtime, I mean there's no really dynamic call. I can't do things like concatenating the name of the function I wanted to call, I always from now and on, need to know the exact function I'm executing thus dynamic functions are really not in there anymore. Although I've managed to map and semi-dynamically execute callback functions for buttons, for instance, I need to run an initial mapping function in order for this to work, therefore reusing this code is always bound to knowing exactly what you are going to call. Having a "find references" for dynamic functions as one of the selling arguments for mapping adds no value to the engine (just my opinion), you guys are doing a great job with Construct, I really liked it and now I'm creating my own plugins, but definitely function mapping is something that, for a programmer like me, makes me feel crippled from a code perspective.
dude, if you find a bug you can always report it on scirra GitHUB issues queue.
Just follow the guidelines and they'll be happy to help. I've already reported bugs in the past.
github.com/Scirra/Construct-3-bugs
if you are using C3 runtime it won't show up. It only has support for C2 at this moment. :)
Thank you! I will create a stable version trying to cover all of the features of Kongregate Client Side API and downloading the version so you guys are able to minify it.
Since I updated to r77's IndexDB is no longer saving when I use localStorage SET, I tested if my project was faulty by loading an old version that did save and it doesn't work anymore.
Member since 16 Oct, 2017