FreshDopeGames's Forum Posts

  • Thanks all. I think I'm going to go with celstrider 's recommendation; it seems the easiest for my system.

  • I'm currently using the following to put commas in my numbers larger than 999:

    RegexReplace(RapperDictionary.Get("RapFans") & "", "(\d)(?=(\d{3})+$)", "g", "$&,")

    This is great, but in being a very novice student of Regular Expressions and programming in general, I'm trying to understand how I can flip what I have to make a number like 1123 turn into 1.1K. None of the tutorials I've read on Scirra.com or elsewhere really explain this, but attempt to explain RegEx as a whole system.

    Obviously it's not just the number, but also the lettered value at the end of the string that needs to be dependent upon how many digits in the original string there are to properly kick out a K, M, B, etc.

    Is this not a RegEx issue and perhaps something deeper like a Function?

  • Thanks. I'll have to try this out later, as I just decided to use Touchwrap by itself for the time being.

  • rexrainbow https://www.dropbox.com/s/4ez9rt925rrw0 ... .capx?dl=0

    Edit: I didn't test this new capx file against iOS, so I can't be 100% sure that there's not something in the 2000 events and 10 cordova plugins I have in my game that is breaking the iOS device's ability to register a full press vs. a click vs. a click cancel.

  • Hi Rex,

    Thanks for your plugins and behaviors, but I just wanted to ask if you could please look into updating your custom Button behavior for iOS 10 devices. I'm working on an app right now that works perfectly on Android, but after interacting with a Text Input Field the user can no longer fully get the effect from the 'on click detecting start' or 'on click cancel' events, and the actual click detection event seems to be extremely hard to register (you have to be extra quick with your tap).

    If you have time to look into this, I'd be very greatful. Much of my game is set up with this behavior, and while I can use the touchwrap plugin instead, I'd rather use the Button behavior and not have to spend hours changing all of the events.

    Thanks, and Happy New Year!

  • If using Intel XDK, doesn't exporting from Construct 2 overwrite the c2runtime.js and index.html files every time? Is there a way to permanently add/change those values mentioned by correncec above?

  • Anybody ever come to a conclusion with this in another thread? I really want to figure this out before putting out my game.

  • For what it's worth, here are a few images of the game:

  • Bumping this thread one more time, as my Beta is almost Gold and the game has really shaped up at this point! Anybody that wants to test on iOS can PM me their email address and I'll send you a TestFlight email.

    As for Android, the beta is still open here: https://t.co/08Ni6THFnr

  • Still putting in final illustrations and a couple of tweaks, but now in Beta!

    https://play.google.com/apps/testing/co ... .rapquest2

    Also working on iOS/Testflight build process.

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  • el3um4s, I appreciate you wanting to test, but unfortunately I don't have the manpower to fully translate the game (although there isn't much text at this point) to various different languages. And to make it available in Italy, I'd have to make it available to everyone there, and I believe many folks would be upset that it doesn't have Italian translation.

  • It's extremely difficult to get a clear, centralized answer from anybody on this. I grabbed cranberrygame's Construct 2 package that includes his IAP plugin, and that one seems to give me issues just as you've described above.

    What are we missing? cranberrygame

    https://github.com/cranberrygame/cordov ... ayment-iap

  • Re-upping this post, as I realize the first link I posted was likely a little hackneyed. I now have my app in the Google Play Store as an Alpha build, and am in the process of working out the kinks of IAP as well as finalizing Achievements and putting in final illustrations. Enjoy!

    https://play.google.com/apps/testing/co ... .rapquest2

  • I'd like to throw my hat in the ring of this topic. Having consumable products in your IAP plugin is a dire need for devs that want to add things like in-game currency bundles to the mix.

  • Magistross that didn't work, unfortunately. The only thing that I've seen work thus far is interacting with a premade drop-down list menu.