zorida's Recent Forum Activity

  • Welcome and have fun with Gemnastic: Egypt <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    After a lot of battling, it is ready

    Gemnastic is an arcade classic puzzle game with bricks similar to the late 80's Taito Puzznic - does anybody of you remember it? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    The game is a 'freemium' app. It is going to be published on Google Play Store on the 2nd of April, at about h: 15:00 GMT if no third world war starts and perhaps even in that case <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    So, you've got no Android device? No worries, Gemnastic: Egypt will at least be on Blackberry10 (beta stage) and Windows Phone 8 (alpha stage, waiting for WP 8.1 update with Internet Explorer 11 and WebGL support) soon.

    Until then, Beta testing is open to anyone who wishes to try the game out. Any sharing about the game experience will be appreciated and, when next release comes out, new Beta testers will be added on the Credits with the nickname o real name they specify (if any) or with Scirra username otherwise.

    ***Please note: beta testing approval by Google require a Google mail account!***

    Beta available!

    Link to request invitation to beta testing (I must manually accept it)

    https://groups.google.com/forum/#!forum ... dischordia

    Link below to become beta tester once the invitation is sent (wait 5 minutes more or less for the page to be working).

    https://play.google.com/apps/testing/co ... asticegypt

    Notes:

    In-app goods may be purchased. Payment will be processed normally, so if you wish to be refunded, you can contact me wherever with your mail and I can cancel the payment once I receive notification on Google Wallet.

    If 'all levels' are purchased, when returning to main menu, a coin achievement should be lit and all level greater than 10 unlocked (when you click on one of them, they should no longer trigger a message about unavailability, and they will tell you that you must complete all previous levels to unlock, instead).

    If 'time freeze' is purchased, in the 'choose level' layout the ice cube above should be active and this allows you to optionally play with no time limit (but no time left bonus on stage completion too). The hourglass should look crystalized in this case.

    If the app is not uninstalled after playing, it will be automatically updated in the future and you won't lose your in-app.

    Thanks for reading and supporting. Have a nice weekend.

    For any questions, do not hesitate to contact me, I'm not lightning fast but I will answer at my best <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    A couple of screenshots:

    Special thanks go to Scirra, of course, everyone who made this dream possible, to rexrainbow for letting the grid logic easier to everyone, and all the people who gave their enthusiasm and encouragement sharing mine.

  • I have to bump this question dear guys. It doesn't work for me too on Blackberry, when using Webworks 2.0

  • I submit this topic because I face an IAP product purchase failure problem.

    I use IAP object and Cocoonjs export. In Ludei portal, in-app purchases Google base-64 signature is correctly copied into Ludei store configuration. I created two in app products on Google developer platform, and use the assigned IDs inside C2 project. The two digital goods are of the handled type (one-time purchase, remembered by Google Play). My Cocoonjs project is exported as apk release unsigned, than I sign the app with my private key, align it and send as published-for-testers beta app to Google. I try it from Google Play install.

    Even though store listing is received, when i click on a shop button made to trigger the purchase attempt, it doesn't seem to even try to launch, it gives instant failure message (a service message I put in the code for debugging purposes). This seems to happen whether in test mode or not. This is quite frustrating because Google needs hours to publish the new beta, so I can test it once per day. I can't understand why this happens, but saw I'm not the only one experiencing difficulties. My game is ready for publishing, except for this point, and it is mandatory that I use this 'freemium' approach at least on Android.

    Any suggestions?

    Has anybody succeeded in making things work with IAP object? Or do I need Cocoonjs object?

    My game works perfectly for Blackberry 10 too (supported by IAP object but not from CocoonJs object of course - and purchases not yet tested there).

    Thank you very much.

  • Yes that's what i meant. You made it work for simple board games like chess, but if you want a bigger playing field you have alot of tiles that you may not always need. A virtual board grid would be pretty useful. With a virtual board you can have a single background image and still use the grid.

    But i understand this is probably hard to do.

    Your plugins are very helpful!

    rexrainbow,

    first of all, thank you very much for all your incredible work. Thanks to your extensions too, I'm managing to publish a puzzle game on the market, and that was quite hard, but so easier than how it would have been without your efforts.

    I write here just to stress how important it is the question asked by sami1337

    Some mobiles are not yet supporting webgl. From a 'cosmetic' point of view, you can make a tile transparent. My grid is just a bit larger than the chess game (8x10), but since transparent sprites are as heavy as the opaque ones in rendering, they have already shown some significant detrimental effect on performance (80 tiles are 'drawn' on the screen, above a background and below the chess-behaving sprites) on Windows Phone 8 and other canvas2d devices. It is to say I've already made a lot of performance improvements such as deleting unnecessary sprites and drawings, removing text objects, disabling all collisions checks and so on... but I can't go further.

    It would be great if chesses could be set as moving within logical grid but ignoring tiles below (or whatever is not at the same logical 'z' level), or tiles could be something less renderer-demanding than sprites. Thank you again, however.

  • Rapzuz

    Yes it was as you said for me too, thank you. WebGL seems the cause of blank screen both on debug version of the app and preview over Wifi.

    Note: I am using VMware free version with BlackBerry simulator mounted on. Apparently, no errors come out when using web inspector, except for a "viewport-ui" which is said to be ignored and, if I am not wrong, it shouldn't be related to the issue.

  • It is similar to those 'master pages' you find in rapid website development. You can create a sort of template - including topmenu, header, etc. - and 'apply' it to the pages you want (not necessarily to all the website). Since C2 is strictly related to website creation now with html5, the Browser object ecc., it could be a great improvement.

    I don't know if this can help. My solution would be to create gameplay layouts with an 'empty' upper layer (so you don't have to modify it later once per game level), then you create an event sheet (you call it 'UI sheet' for instance) where you create the GUI objects by actions and place them on the empty layer. You can include this event sheet in all the levels sheets, so you just develop once. Not sure about what may happen? Create an unaccessible layout where you play with the user interface objects on the screen so you can get an idea of what you will see (you can track down the object 'desired' positions and then create the GUI objects and place them at the same positions with sheet actions).

    Sounds like a workaround, but at least you don't have to make the same change on a hundred levels <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Thank you all very much for your suggestions, I will let you know soon

  • WaterlooErik

    Hi Erik,

    thanks a lot for helping us.

    Your tutorial on the BB developer portal is great and very useful.

    Could you please help me setting up the testing environment?

    I've followed all the tutorial steps until the 'webworks run' command. I've installed BB Webworks SDK 2.0.0.54 and the BlackBerry simulator installed on WMware and running. I've added the device by command line as described in setting_up_test_targets page and it is now in the target list ('webworks target' command). The simulator is running but I don't know how to make the execution program 'aware' of the simulated device: I keep on getting the "No connected Blackberry 10 device found" message on command prompt.

    UPDATES:

    With the command webworks emulate, followed by --devicepassword <password> and --target <target name>, the app was passed to the simulator and executed, but just to show a blank screen. A 'mail' inside the simulator reminds that I must verify the blackberry ID. Now I've verified it, but still get blank screen when app is launched on simulator (app is in alpha phase, but perfectly working on android). What could make this happen?

    Thanks in advance

    Best

  • Are you running the steam version?

    I am having a similar problem, after a while alt+tabbing out of construct 2, checking steam, opening the animation editor in construct will start to slowly slow down the editor a lot, till its at the point you need to quit it and reload ( using beta 117 )

    My guess is something isnt quite right with the steam intigration, my graphics drivers are up to date, pc is up to date etc etc

    I use Steam version and I'm experiencing the same, I think you're right. Tried on 3 PC's, drivers up-to-date, RAM from 4 ddr2 to 6 GB ddr3, graphics RAM from from 1 to 2 GB ddr3 to 5, 32 to 64 bit architecture, computer and registry quite clean or very few applications running at the same time if not only system services.

    Wherever I looked for info, the only ones blaming have the Steam version. It seems quite a cyclic phenomenon, apparently not dealing with autosaving or backing up the project (but I cannot tell for sure, perhaps with some configuration set it happens fewer times). C2 becomes slower and slower or gets temporarily stuck (especially - but not only - when the prog window is open and you haven't worked on it for some time), and that sometimes forced me to restart the program (or both the program and the Steam client).

    It is to say: C2 does not shorten the hardware resources that much (except for Ram) and if you reduce the program to icon one or several times, its normal speed may get restored. Saving the project doesn't improve the situation but seems to slightly help. If there wasn't this lag, not many times I had issues with this fantastic piece of software. Anyway, hope it can be useful.

  • Ok, glad to know it, I'm sorry for bothering. In this case, given the ease of the process, since maybe there isn't much more I could show (at runtime webGL fx's are applied correctly so it was just a 'cosmetic' problem on my device), I will also check it on other devices and let you know if this problem should come out again.

  • link updated (dots missing). Thanks for replying.

  • Link to .capx file (required!):

    https://

    www dropbox com/s/p2bnlvopvmfxg03/spritefont.capx

    Steps to reproduce:

    1. Right-click instance of SpriteFont already put on Layout 1 and choose "Effects"

    2. Apply any WebGL fx

    Observed result:

    text from Spritefont instance in project layout view disappears and is shown aside, blurred and upside-down. Tried with other sprite image than the prebuilt, too.

    Expected result:

    text should be the same

    Browsers affected:

    Chrome: /

    Firefox: /

    Internet Explorer: /

    Operating system & service pack:

    Windows 8.1 64bit on any graphic card

    Construct 2 version:

    r154 Personal, bought via Steam

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zorida

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