twg's Recent Forum Activity

  • Yes C2 has bools, yes C2 has a Wait action.

    Also as a long time GM:S user I can 100% tell you GM:S has bools(you make it in the variable d&d) and delays(they are called alarms in GM:S).

  • Artpunk I haven't had any problems Cranberry plugins I'm using(NativeShare & Leaderboards) with my iOS Cocoon builds, I put the Cocoon dev app on the device yesterday with some debugging stuff in there and realized that the Fetch product list is failing every time(using CocoonIAP). After looking around I realized that one of my billing agreements required to have IAP in my games is pending and if it's not accepted Apple won't let your app access the IAP. My events are pretty much the same way yours are, so I think this is why my IAP isn't working right now. Gotta wait till they get back to me about that before I can test some more.

    The sandbox accounts are really helpful, really easy to test IAP with, just gotta set up a new sandbox account in your users and roles, only thing is it has to be a new email that is not your developer email account or an email account associated with any of your current tester or itunes connect user accounts. Just log out of the app store on your device, deploy the build to it then when you click an IAP it will ask you to sign in and you just use the sandbox account login. Just make you don't go into settings>App store and use your sandbox login there cause it will turn the sandbox account into a regular account.

  • After looking around I see some people have the Cranberry IAP working but all the posts I see are using XDK and exporting to Android. Here is how I have my things set up.

    Splash screen

    On Start of layout>

    CordovaIAP>Add product IDs "removeads"

    CordovaIAP>Request store listing

    Main Menu

    On touch(remove ads button)>Purchase product "removeads"

    On touch(restore purchases button)>

    CordovaIAP>Request store listing

    CordovaIAP>Restore purchases

    Game is compiled in Cocoon.io, config.xml is setup correctly all plugins match installed plugins in Cocoon. Got everything set up correctly in Xcode(provisions, bundle ids, certificates, etc), IAP is set up correctly in iTunes Connect and enabled for the app. I build a development build and deploy it straight to iOS device. I'm getting nothing happening at all when I click on the buy remove ads button, the restore purchases give me a prompt to sign in(which i would sign in using my sandbox account if i actually had the purchases working). Not sure why I'm getting nothing on buy button with Purchase product action on it. Not sure if I have my events set up wrong, if it's something with the plugin or what. Anybody that has any advice would greatly be appreciated, Artpunk , AndreasR , cranberrygame . Thanks.

  • The built in IAP object lists Coocon.js as a compatible platform here https://www.scirra.com/manual/173/iap. Is this still working with Cocoon.io? I'm having trouble with the Cranberry Cordova IAP plugin not firing the purchase product action and I'm trying to find another IAP solution.

  • All the Cranberry plugins I have used from this pack I have got working fine so far, just having trouble with the 10_Cordova_extension_payment Cordova IAP: in app purchase plugin on iOS built with Cocoon. Deployed the build to an iOS device and running in sandbox mode the restore purchases action seems to be working(the prompt comes up at least) but I have the IAP on a button that is On Touch>CordovaIAP>Purchase product"id blah blah blah". Nothing is triggering on touch. Anybody got this plugin working building with Cocoon?

  • I just got this plugin today. Really straight forward to use, I'm using Unity, Vungle and Admob ads for both Video and Rewarded ads, using the documentation and example capx it's really simple to add to your game, exported to iOS with Cocoon and everything works great. Great job with this plugin.

  • Just got this plugin, having a hard time figuring out how positioning camera and meshes works. When I import a scene in from Blender the camera is zoomed in and I'm trying to re position it to the orthographic/isometric camera I was using in Blender, but can't for the life of me figure it out. Even if I set a mesh at 0,0,0, then the camera 0,0-10 I don't see anything. Are the cord different than normal 3d positioning?

  • Anyone done any performance tests with this for mobile, either in browser or wrapped as native?

  • >

    >

    > Hey guys I put my game Lectro up on the Scirra Arcade. Its a minimalist arcade game with simple one tap controls that move you around from dot to dot.

    >

    > Playing in fullscreen mode is suggested.

    >

    > https://www.scirra.com/arcade/other-games/lectro-1125

    >

    > Enjoy.

    >

    The game looks great! Which software did you use for animation?

    Everything was done in C2.

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  • When I first started in gamedev, C2 was the first engine I really worked with, I had no experience with game programming, so C2 seemed like the lowest barrier of entry. It was extremely easy to pick up and after a few weeks I was at the point where I could make any game I wanted, with the only limits being my imagination. You can go from knowing absolutely nothing to being able to put complex mechanics together very quickly in C2, the amount of learning resources between the documentation, tutorials section and other places around the web are massive, not to mention the forums here which are very active with very helpful mods and members.

    I ended up working on a game in C2 for about 6 months, but ended up having to look for another engine because of performance problems that were unacceptable because of a publishing deal , this was nothing to do with C2, everything to do with web browsers, Chrome especially was broken, the problem was affecting all html5 engines at the time, the problem has since been fixed. Like you I wanted to learn game programming but had been using C2 and the event system and was like great now I have to go find another engine and start from zero, I know nothing about programming because I have been using the drag and drop event system in C2. I tried a bunch of different game engines, and the thought of even making a basic prototype in a real programming language seemed like a daunting if not impossible task at the time coming from a drag & drop engine, but after no time at all I got some basic prototypes working in GameMaker Studio using GML, Unity using C# and Gideros using Lua, plus a couple more engines/languages. I quickly learned that the C2 event system will teach you game logic, how to structure event/code, how things work together. I started realizing oh these events in C2, they are same as the code in any other language, they work the same way, these events, they are if statements, these are loops, these are functions, the create, update etc game states are all there in C2 and they work the same way in any language. So without even knowing it the logic and structuring of the events in C2 was helping me learn how any programming language works, I had no problem at all translating my C2 events into GML, C# or Lua code, it was just a matter of learning the syntax of a language.

    I ended up working on a bunch of prototypes using Unity, released 2 native mobile games using GameMaker studio and made html5 versions of the those games using C2.(Because html5 games in a non html5 engine is a big headache.) So I can use Unity, GameMaker studio and a couple other game engines proficiently and I am now back to using C2 again as my main engine.

    Why?

    C2 is just overall easier to work with, the layout editor is great, there are constant updates with new features, you can prototype extremely fast, there are plugins to do just about anything, the community, there is 3d support now from the Q3d plugin, did I mention the layout editor?

    Yes there are things that do take longer in C2 than a traditional engine, like writing

    if x >= 10 {

    Blow this thing up;

    }

    in a language is faster than clicking all those events in C2, but on the other hand one click for platform behavior and changing a few parameters vs a bunch of lines of code is nice.

    To answer your other questions, the login things is possible by making your own plugin with the JS SDK or using ajax to connect to a server etc. Graphics have nothing to do with the engine, graphics are made in external programs in whatever style you want and imported in.

  • This is actually really well made and fun! Thinking about launching in Android?

    It's available on Google Play and The App Store

  • Ok I got everything working, basically doing the same thing as mentioned in the link I posted above, but I couldn't get it to work with that method so I just did it manually. After I exported my game I opened the index.html and replaced the html,body css attributes with

    html, body {

    background: transparent !important;

    color: transparent !important;

    background-color: transparent !important;

    position: absolute;

    top: 0;

    left: 0;

    right: 0;

    -webkit-backface-visibility: visible;

    overflow: hidden;

    touch-action: none;

    -ms-touch-action: none;

    }

    Kind of a pain to have to go in and put that in every build after export but oh well it works.

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twg

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