fredriksthlm's Forum Posts

  • Note that code does not actually disable WebGL 2. It will still use WebGL 2, but you've overwritten some code to make it always think it's using WebGL 2 even when it's using WebGL 1, which probably isn't what you want at all. Changing the call to getContext("webgl2") instead would work.

    Yepp, getContext(”webgl2”) is what I referenced above in the beginning.

    That would work also for minified I guess?

    But I don’t really know if it is webgl2 or the regular webgl causing the issue actually..

    It would be really nice to just fix this easily in our runtime when we export. Cause this is a BIG issue in instant games, apks and everyting tht opens on androids :(

    It startet like three weeks ago, when webview got to 67 or 68 or something

  • >

    > "var isWebGL2 = (this.gl.getParameter(this.gl.VERSION).indexOf("WebGL 2") === 0);"

    >

    > Changed to:

    >

    > "var isWebGL2 = (this.gl.getParameter(this.gl.VERSION).indexOf("WebGL") === 0);"

    >

    In which folder and file name did you find these lines of code?

    Thank you for your answer

    It is in the runtime file. You must export it as not minified

  • Ok thanks fredriksthlm I'll be working on getting my games onto IG over next few days.

    Can I ask if you've had much success with your games? How's the revenue?

    For me, ecpm 1-4. Avarage 1.3

  • > You are not allowed to use Facebook API in an Instant Game. No other API at all are allowed for fetching user data.

    > So you should not use the FB plugin at all.

    >

    > (You should fetch the player photo via Instant Games plugin instead)

    Are you sure about that fredriksthlm? I was reading a tutorial here that says to add the Facebook plugin as well as the instant games plugin to your C3 project.

    You're saying only the Instant Games plugin is needed?

    Yes, I am sure. IG is a different SDK.

    But yes you can add it if you want, its fine. It will add code to your project, and make your export bigger. Other than that no difference.

    You cannot use it.

  • C2/C3 runtime is Html5based, only.

    If/when/how Nintendo or Sony will support html5 you should ask on a sony or nintendo developer board.

  • Hi everyone! I recently released another game made with Construct 2 on Android called Path to Valhalla.

    You can find it here: https://play.google.com/store/apps/details?id=path.to.valhalla

    Subscribe to Construct videos now

    Man, this was good!

    Did you draw all graphics yourself? Or bought it online?

  • I manually added some letters to a spritefont I used in a game, but just like ten letters. drawn them myself.

    But yes, I would also need someone to add letters from greek, russian, vietnamese, thai etc.

    Now all those players just get blank names..... :(

  • METR1C

    Glad I could help!

    Ashley

    Maybe you can have this as a setting in the Project properties. To chose "Highest WebGL version/webGL2" or to "force webgl1" if actually some people need it for some reason..

  • In your runtime you can search for this string

    this.g_cu=this.canvas.getContext("webgl2",l)||this.canvas.getContext("webgl",l)||this.canvas.getContext("experimental-webgl",l)

    if you amend webgl2 to just webgl, it will not try to use webgl2 at all.

    ashley can maybe verify this

  • Hi. I recently tought about making some game with Construct.

    I wanted to make some kind of race or anything which you could spend all your day playing it.

    Usually, race games give you the option to either use on-screen controls, either tilt your screen.

    But there is no gyroscope object. It would also be fun to have some games that when you suddenly move your phone forward or any direction would do some kind of action.

    So it would be great to have such thing in Construct, to give you even more control over the game. Can there be a plugin or something dirrectly integrated into Construct that could bring those features?

    The functions exist in the Touch-plugin. Compare orientation.

    You specify the axis.

    I made a game where you controlled a speceship with the phones gyroscope. Worked fine.

  • fredriksthlm

    > you can make invites/challenges etc via the Share function on the plugin. ShareAsync

    yeah i tried those, they prompt to send a message to the friendlist, not a specific player immediately if we wanted to challenge him directly via messenger

    i dont know what you mean by "ShareAsync", all i see in the action panel are 4 types of share, no sign of "ShareAsync" anywhere there..

    Renfd

    done, yeah i can it's vital for instant games, hope it gets done

    The functions name is shareAsync.

    If you want to know how the different functions work you should read the Instant Games SDK guide. Not here on this forum.

    I would guess the function you need is createAsync and chooseAsync. (not part of this plugin)

  • jagoman, your code sample made lives easier, thanks!

    i have a question though, some games show a challenge button next to friends' names, i think they either send a message to them or send a notification, is this something we can do with the plugin yet?

    you can make invites/challenges etc via the Share function on the plugin. ShareAsync

    the other functions for the "real challenges", with multiplayer and change contexts etc are not supported by this plugin. StartGameAsync, UpdateAsync, SwitchGameAsync

  • Do you still need it guys? I'm working on it.

    No, I started with C3.

    Unfortunately the official plugin lacks some functionality.

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  • Has anyone had their game approved recently? Mine is still under review since i submit it well over a month ago.

    Yes I have.

    Just have patience, you will get a notification soon wether it is approved or not. 5-6weeks is the queue... :)

  • posts from the recent day was not copied over. many posts got lost! the threads are longer in the old forum!