Colludium's Forum Posts

  • ashar - have you tried emailing austin at clay? The few times I had cause to email him about stuff he was always quick to respond. I haven't got the email address to hand but the contact form in clay should do it.

  • I use text replacement in pre-events to insert the specific info for the post. FB_URL is just my variable name for this.

  • ashar - I just added the clay plugin to my current game to see if it works and I didn't get an error. I set up a popup notice for the game being in clay and it seemed to load ok. Not sure if the problem before was in fact the plugin or maybe a server side issue with clay. Are you still having trouble with yours?

    Edit: The game above was not registered with clay so some of the server hand-shaking will not have taken place. However, I did get my LD29 game to work in clay without any problem just over a week ago, now I come to think of it! So I suspect that the problem was with the clay server - unless you're still seeing it?

  • It's a bit out of date, but the principles still apply. Read this facebook app tutorial - that should help.

  • matrixreal, for me - yes it works. It sounds like it could be a problem with your events but I can't really help without seeing them. I have never had any problem linking inside ejecta to open a default browser window on iOS (which doesn't directly help you, but it means that there is a solution!).

    Here's the string that I use to open up a new browser window. I have sub-events to replace the XX and ZZ with more string info depending on what the user has just done - ie the reason for the wall post. I have replaced my app id here with YY as well.

    https://www.facebook.com/dialog/feed?app_id=YY&link=ZZ&picture=https%3A%2F%2F24.media.tumblr.com%2F297f80fc891de7f6da2578fee2a97c9e%2Ftumblr_n3mqo7aWXo1txhoh7o1_r1_400.png&name=I%20was%20just%20in%20a%20meeting%20that%20cost%20DDXX!%20&caption=%20&description=Cost%20That%20Meeting%20-%20available%20on%20iOS%20%26%20Android.&redirect_uri=http%3A%2F%2Fwww.facebook.com%2F[/code:mus0yp6v]
    
    As you can see, the name and description parts have been encoded so that there are no spaces.  
    
    My final browser command is
    
     [code:mus0yp6v]Browser : go to FB_URL in a new window ("New Window")[/code:mus0yp6v] 
    
    where FB_URL is the final string for the URL.  If none of this works, can you post a screen shot of your event sheet?
  • matrixreal, as far as I understand, I think you need to have your game registered with facebook for the share to work. When you then share, you'll see that it goes directly to the player's page and that it is only directed through your registered game to enable this to happen. It's still not totally clear to me even now...

  • Whatever you want to link to should first work if you were to just copy-paste it into your browser window. If it won't pass that test then there's something wrong. I can't get your link to work, because:

    your app id is "MYID" - you need a proper Facebook app id number here.

    caption= Check out my MyGame score of $"& HighScore &

    &link=http://flappy2bird.blogspot.fr/

    • there's a hard return and two &'s next to each other when this is decoded.

    and decoding the last part:

    redirect_uri=http://www.facebook.com/&name=MyGame&description=Can you beat my score?"

    Is your game registered on Facebook as MyGame? If not, that might cause a problem...

  • matrixreal, I suggest you encode each section of the link where there are spaces. Once you have a link with zero spaces then you should be good to go.

  • DylanBannan, please don't start multiple threads with the same request - you currently have 3 requesting help for web storage, all started within an hour of each other.

    Have you searched the tutorials?

  • Tom - spam filter suggestion. If someone posts a topic title that includes the words 'fitted' and 'kitchen' then you could prevent the thread from being started. That would kill off 95% + of the spam I have seen in the forums.

  • You can also use PhoneGap or Intel Android export (not crosswalk).

  • There are 2 problems.

    One is an error in the events - you position the DudeRightCuisse to an imagepoint on itself....

    The second is caused by the container and is part of what you identified above. When the body is created, the container causes all of the limbs to overlap on top of each other - the physics engine then immediately tries to move them because they are in collision. When the joints are created, the limbs have moved from their desired positions by this movement and that's why the subsequent dolls are funny shapes.

    Part of the fix to the second problem you have already identified - make sure that the collision polygons are not overlapping when the limbs are in position. You also need to have the physics turned off for the limbs until they have been moved from being in collision when they are created by the container. Once they have been correctly positioned you can turn their physics on.

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  • Good luck! I haven't tried the Twitter option in the new beta but that might do the same thing...

  • If you're using cocoonjs / ejecta / html5 and you just want to post/tweet, you could follow the lessons in this thread....

  • It seems to work fine for me. If you disable physics on each limb and the body and then try your example again you can see that the head is set to the correct position each time. Maybe you need to move the "head" imagepoint inside the body to change where the head is positioned to. Otherwise I'm not sure what the problem is...

    PS you need to add Colludium to your message or I won't get a notification that you're looking for more help.