Laughing14's Forum Posts

  • Dramamini - who are you?!?!? IT WORKED BEAUTIFULLY! And you replied so quickly! Who was that masked dev assistant? THANK YOU! I want you to look into something that has a reflection and say "You are awesome." THANK YOU! Love the dev community because of people like you! ROCK ON!

  • Hi all - converting my C2 projects to C3 - it's worked great, except one game.

    It uses Rex Rainbow addon CSV2Array. I installed the C3 version. All good.

    But... when I try to open the C2 project, I get an error "The project you are opening uses the following addons that are not installed. Try installing these missing plugins, behaviors and effects and then re-open the project.Plugin CSV to Array (Rex_CSV2Array) by Rex.Rainbow"

    But the C3 version IS installed.

    Any advice? Any way I can force open the project and tell it to ignore that plugin? Any advice welcome! Thank you.

    EDIT: I still can't get C3 to open a C2 project that uses Rex's CSV2Array but I was able to open the project in C2. So I guess I can eliminate where the old uses it and manually recreate it in C3. Not terribly neat but might work. If anyone has any more efficient way to do - please let me know thx!

    Tagged:

  • Thank you all! Especially Liam for help.

    Errors I was making: make sure you're using the Beta version (as of now) add both plugins (Facebook and Facebook Instant Games plugin).

    Add the APP ID and the Secret. Upload the ZIP. Push to production (click the star next to your upload.)

    Along left-side menu goto instant games - details - and Share it - I recommend sharing it with privacy Only Me - until you are ready to go public.

    It will show in your timeline and be test-able there. Thanks all for help. The Dev Community is the BEST!

  • GameeApp I like the platform - it's very slick. Do we need to include the controller image in our final game? Seems like we would if we want to use it. I'm referring to the templates here: https://github.com/gameeapp/gamee-js/wiki/controllers . Thank you!

    EDIT: Never mind. Just saw the email you sent:

    Is there a way to use your predefined controllers like buttons or joystick?

    No, there is no way to use them and think of them as deprecated. If you need some kind of buttons, make your own and put them directly into game.

  • i'm using C3 getting same error.

    i found what worked for me was to export as HTML.

    download the zip

    extract it using WinRAR

    RE-compress using WinRAR

    upload to Cocoon.io.

    no problems. Weird but easy workaround. hope it helps!

  • Agreed. Would like to see this also.

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  • thank you! rhg1968 !! that worked. perfect! you fixed it - thanks again and have a great day

  • I currently cannot run any C3 projects. Everything was working fine, now every time I try to run one I get the error below. I apologize if this is wrong please to report a bug - I didn't see where to do so for C3 - only C2.

    ====

    Error report information

    Type: unhandled exception

    File: https://editor.construct.net/r37/export ... xporter.js, line 1, col 40

    Message: Uncaught ReferenceError: ǃE is not defined

    Stack: ReferenceError: ǃE is not defined at https://editor.construct.net/r37/export ... er.js:1:40

    Construct 3 version: r37

    URL: https://editor.construct.net/index.html

    Date: Wed Jun 14 2017 18:52:09 GMT-0400 (Eastern Daylight Time)

    Uptime: 56.6 s

    Platform information

    Browser: Chrome

    Browser version: 58.0.3029.110

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36

    C3 release: r37

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics 5500 Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

    Very cool that you're having this! Totally understand that there are no guarantees. I'm off to suggest via the form!

  • Just wanted to say thanks - tried the print and Font size inc. in C3. LOVE IT. Thank you! Get C3 full version available asap please! thanks!

  • I would LOVE to be able to market my C2 creations on Xbox Live. I'm a gargantuan fan of both and it would be a dream come true. Incorporating Xbox Live's features into C2's interface would be fantastic. I'd like to be able to be an Xbox Live worthy game. That is, leaderboards, user login, and achievements. Those are things that all the other app stores REQUIRE.

    I would also like to see Multiplayer, but I would suggest that being a tier down from the must-have, as other app stores don't require it. In short, here's my answer: Am I interested in Xbox Live? Go to a printer and print a banner than can cover a car easily. On the banner print "YES!" That's how bad I would like it! Thank you!

  • Yes - I prefer the Facebook version. Link below - thanks!

    https://apps.facebook.com/sheepshifter/

  • Love it. Bought it. Used as background for my game Sheep Shifter! Thanks, Matt!

  • The best I can say is follow the directions step by step very carefully here:

    https://www.scirra.com/manual/175/google-play

    Especially the part about enabling access in preview mode, copy & pasted below.

    [quote:y2i36cq9]Enabling access in preview mode

    When testing your project, your game will typically run from localhost or a local IP address for preview-over-wifi. Since this is is different to the published URL of your game, Google Play Game Services will block access unless you add the preview URLs as permitted locations.

    To do this, in the Developer Console under Game details, find the header that says API CONSOLE PROJECT and follow the link to the API console project for your game. In the API console, select APIs & auth, then Credentials. Notice the Javascript Origins field contains only your final URL; this also needs to contain any preview URLs to be allowed access. Click Edit settings. Under Authorized Javascript Origins, make sure the final URL and any preview URLs appear on separate lines. Note normal preview by default happens on http://localhost:50000, but you also need to add any preview-over-wifi addresses you use, such as http://192.168.1.3:50000. For example, the completed Authorized Javascript origins could list:

    http://www.mywebsite.com/games/myawesomegame

    http://localhost:50000

    http://192.168.1.3:50000

    Click Update. Now your game should be authorised to be accessed from preview mode as well as when you publish it.

  • I will answer my own question here in case anyone else has the same issue. I didn't need a plugin. I needed to request scores from the leaderboard first.

    Where I got tripped up was I thought I could request player details and the person's best score (GooglePlay.HiScoreMyBest) would be available. No. Request the appropriate leader board (I recommend using "social" and "window" among the options) then it's available.

    Thanks all! The Construct 2 community is superb, so I hope this helps! Cheers!