paala's Recent Forum Activity

  • I have a problem, the X button on more games and especially on show ad doesn't work sometimes,ONLY on MOBILE.

    Do you guys have the same problem?

  • For full screen it seams that in android it works only on Chrome but the full screen request has to be triggered by a touch.

    On Ios:

    check: h**tp://stackoverflow.com/questions/18793072/impossible-to-hide-navigation-bars-in-safari-ios-7-for-iphone-ipod-touch

    It seams that there is no way but to add the app to homescreen or wait for a new beta ios release.

  • 0. I hate this forum, You lose what you type after system resuming from hibernation.

    1. I found a solution by pauseing the game and set a ui text

    2.

    System trigger once -> browser request full screen -> letterbox stretch

    tested on safari ipad, opera, firefox,chrome on android tablet full screen

    didn't work not even on any

  • Hello,

    I have 2 questions:

    1. How do I lock orientation.I want the game to be played only in portrait?

    Now if I select on construct configuration settings portrait only, the when the device is orientated on landscape the game can be played (it resize and rotate)

    2. How do i hide the mobile address bar?

    Thanks.

  • Below is my index.html,

    Doesn't work with ; added.

    You can do whatever you want, for me is enough the way way I implemented the FGL API. If anyone manage to do it better please post your solution.

    <!DOCTYPE html>

    <html manifest="offline.appcache">

    <head>

        <meta charset="UTF-8" />

         <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />

         <title>New project</title>

         

         <!-- Allow fullscreen mode on iOS devices. (These are Apple specific meta tags.) -->

         <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no" />

         <meta name="apple-mobile-web-app-capable" content="yes" />

         <meta name="apple-mobile-web-app-status-bar-style" content="black" />

         <link rel="apple-touch-icon" sizes="256x256" href="icon-256.png" />

         <meta name="HandheldFriendly" content="true" />

         

         <!-- Chrome for Android web app tags -->

         <meta name="mobile-web-app-capable" content="yes" />

         <link rel="shortcut icon" sizes="256x256" href="icon-256.png" />

        <!-- All margins and padding must be zero for the canvas to fill the screen. -->

         <style type="text/css">

              * {

                   padding: 0;

                   margin: 0;

              }

              body {

                   background: #000;

                   color: #fff;

                   overflow: hidden;

                   -ms-touch-action: none;

              }

              canvas {

                   touch-action-delay: none;

                   touch-action: none;

                   -ms-touch-action: none;

              }

        </style>

         

    </head>

    <body>

         <div id="fb-root"></div>

         

         <!-- The canvas must be inside a div called c2canvasdiv -->

         <div id="c2canvasdiv">

         

              <!-- The canvas the project will render to. If you change its ID, don't forget to change the

              ID the runtime looks for in the jQuery events above (ready() and cr_sizeCanvas()). -->

              <canvas id="c2canvas" width="640" height="480">

                   <!-- This text is displayed if the visitor's browser does not support HTML5.

                   You can change it, but it is a good idea to link to a description of a browser

                   and provide some links to download some popular HTML5-compatible browsers. -->

                   <h1>Your browser does not appear to support HTML5. Try upgrading your browser to the latest version. <a href="http://www.whatbrowser.org">What is a browser?</a>

                   <br/><br/><a href="http://www.microsoft.com/windows/internet-explorer/default.aspx">Microsoft Internet Explorer</a><br/>

                   <a href="http://www.mozilla.com/firefox/">Mozilla Firefox</a><br/>

                   <a href="http://www.google.com/chrome/">Google Chrome</a><br/>

                   <a href="http://www.apple.com/safari/download/">Apple Safari</a><br/>

                   <a href="http://www.google.com/chromeframe">Google Chrome Frame for Internet Explorer</a><br/></h1>

              </canvas>

              

         </div>

         

         <!-- Pages load faster with scripts at the bottom -->

         

         <!-- Construct 2 exported games require jQuery. -->

         <script src="jquery-2.0.0.min.js"></script>

         <script src="fgl.js"></script>

         

         

        <!-- The runtime script. You can rename it, but don't forget to rename the reference here as well.

        This file will have been minified and obfuscated if you enabled "Minify script" during export. -->

         <script src="c2runtime.js"></script>

         <script>

           var element = document.getElementById('c2canvas');

           fgl.create(element, 'com.fgl.gamename');

            //fgl.onReady(function(){loadGame();};

         </script>

          

        <script>

              // Size the canvas to fill the browser viewport.

              //var loadGame = function() {

              jQuery(window).resize(function() {

                   cr_sizeCanvas(jQuery(window).width(), jQuery(window).height());

              });

              

              // Start the Construct 2 project running on window load.

              

              jQuery(document).ready(function ()

              {               

                   // Create new runtime using the c2canvas

                   cr_createRuntime("c2canvas");

              });

              

              // Pause and resume on page becoming visible/invisible

              function onVisibilityChanged() {

                   if (document.hidden || document.mozHidden || document.webkitHidden || document.msHidden)

                        cr_setSuspended(true);

                   else

                        cr_setSuspended(false);

              };

              

              document.addEventListener("visibilitychange", onVisibilityChanged, false);

              document.addEventListener("mozvisibilitychange", onVisibilityChanged, false);

              document.addEventListener("webkitvisibilitychange", onVisibilityChanged, false);

              document.addEventListener("msvisibilitychange", onVisibilityChanged, false);

              //};

        </script>

         

    </body>

    </html>

  • Yes show ad and more games works

  • <!-- The runtime script. You can rename it, but don't forget to rename the reference here as well.

        This file will have been minified and obfuscated if you enabled "Minify script" during export. -->

         <script src="c2runtime.js"></script>

         <script>

           var element = document.getElementById('c2canvas');

           fgl.create(element, 'com.fgl.gamename');

            //fgl.onReady(function(){loadGame();}

         </script>

          

        <script>

              // Size the canvas to fill the browser viewport.

              //var loadGame = function() {

              jQuery(window).resize(function() {

                   cr_sizeCanvas(jQuery(window).width(), jQuery(window).height());

              });

              

              // Start the Construct 2 project running on window load.

              

              jQuery(document).ready(function ()

              {               

                   // Create new runtime using the c2canvas

                   cr_createRuntime("c2canvas");

              });

              

              // Pause and resume on page becoming visible/invisible

              function onVisibilityChanged() {

                   if (document.hidden || document.mozHidden || document.webkitHidden || document.msHidden)

                        cr_setSuspended(true);

                   else

                        cr_setSuspended(false);

              };

              

              document.addEventListener("visibilitychange", onVisibilityChanged, false);

              document.addEventListener("mozvisibilitychange", onVisibilityChanged, false);

              document.addEventListener("webkitvisibilitychange", onVisibilityChanged, false);

              document.addEventListener("msvisibilitychange", onVisibilityChanged, false);

              //}

        </script>

         

    </body>

    </html>

    This is the final part of index.html , if I uncomment the parts you suggested to me the game doesn't load at all.

    mammoth The fgl api works, Pixel rebirth suggested that the game should load only after the FGl API has initialised. Now the game loads regardless if API was initialised . If there is a problem at FGL the game will load and throw errors when FGL api stuff is called. If the game was loaded only after the fgl api initialisation the game wouldn;t load at all.

  • PixelRebirth I don't know how to make the game start.

    In the example provided, in index.html:

    fgl.onReady(function(){

                new FGLNinja(element).boot();

    }

    Now in construct 2 I didn't found an equivalent of boot function to start the whole game.

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  • I hope you can figure it out how to do it.

    EDIT: I think I made it:

    ht*ps://w*w.scirra.com/tutorials/790/implement-fgl-html-5-api-in-construct-2

  • I tried to do it myself trying to copy the way the Yepi plugin was made.

    But I have a problem because the FGL API has a big function that contains other functions like:

         window.fgl = new function(){

        var self = this;

        ......

        

        /**

         * Initialises the API. Pass in the element which contains your game, and your game ID

         * obtained from FGL.com

         */

        self.create = function(gameElement, gameId) {

            .......

                }

            }

            self.gameId = gameId;

            self.container = gameElement;

        };

    }

    I need to access the create function from runtime.js

    If the function create was not inside the window.fgl function I would call it directly with "create".

    But now?

    I also tried to remove the whole window.fgl function but now only the first create function is called, and obviously I need all the functions.

    I think I need some help.

  • I found this tutorial about Yepi API:

    ht*ps://w*w.scirra.com/tutorials/727/implementation-of-the-yepi-mobile-api#h2a3

    Maybe you can PM the developer of this plugin to do the same for FGL SDK.

    I can't PM.

  • The official announcement is made here: ht*ps://w*w.fgl.com/other/html5opportunities/

    For me is pretty profitable to make 1-2 days games for 200$.

    Joannesalfa any news with the plugin?

paala's avatar

paala

Member since 19 Dec, 2013

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