part12studios's Forum Posts

  • Also I saw:

    find(src, text)

    this seemed possibly promising as well but again i'm afraid i don't understand how to frame an expression like this to do something meaningful with it.. like say i did a search for the word "hammer" and the text i search is very long.. maybe 4-5 mobile phone screen sizes of information and the word hammer appears 1/2 down.. naturally i'd want the screen to scroll down to that point so a person can quickly get the information they need.

  • newt ok so i have a project setup.. the best i could come up with is to do a system/compare two values.. but i'm not sure what else could be done.. my initial test.. i'm able to use a text box.. enter text.. hit a search button which saves that value to a var..

    my next step would (i think) be to try and do a compare two values.. the text from the information textbox (i put a big speech in there) to the text from the global variable.

    There must be some other step in the process i'm not following.. part of the challenge too is not knowing how to actually use Regex.. i see it on the link you shared:

    RegexSearch(String, Regex, Flags)

    Return the index of the first character in String where a match for Regex with Flags could be found.

    i assume the String they want would be the information.text that i have in my textbox object.. but what is the Regex thing they want? what are the flags? those concepts are foreign to me in this context.

  • I've never touched that expression before thanks for the tip. I'll check into it!

  • Hi everyone,

    This I realize is an un-game-like request in many cases.. but does anyone know if there is a way to search text like you would with control+f ?

    I literally want to just be able to do that. someone type a word in a text field (which C2 has) and enter to jump to a given spot where that text is located.

    Thanks,

    Caleb

  • try a different project.. export and upload in it's place.. see if it's the project or the capx. it's easy to assume your game is ok.. i have had black screen problems like this in the past.. i'm trying to remember what it was.. i know it wasn't one of the usual suspects.. but yea try another build.. try an older build also.. did you add any plugins recently?

  • https://shatter-box.com/knowledgebase/c ... nstruct-2/ can get you pretty far but for the iOS certificate stuff there was another tutorial.. basically you just need to know how to make a certificate and provisioning file.. THEN you need to know how to extract the .p12 (private key) from the keychain access file on your Mac. This should do the trick.. https://forums.cocoon.io/t/ios-signing- ... file/303/5

  • let's hope they catch on

  • yea hopefully he $250 sale shows them some promise so they consider doing a steeper sale.. i'd be willing to pay $100 per game.. to remove the splash.. but nothing more.

  • Zebbi man i love you but omg.. please stop stressing about a splash screen.. lol no one cares.. gamers especially.. there are unity games out there that make a **** ton of money and they still have the "made with unity" splash. unless you're doing a job for a client who is really picky about it.. you just explain if they want it removed they have to pay the fee.

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  • Hey so I know we had some discussions about the Cocoon IO pricing not being great due to certain constraints.. the new pricing might address some of these concerns and worth noting what changed.

    https://cocoon.io/pricing

  • Hi everyone,

    I will share this on the "Everyone should go to cocoon io" thread too but for general passers by this might interest folks who in the past may not have liked the pricing system or constraints prior plans included..

    https://cocoon.io/pricing

    Thanks,

    Caleb

  • yea hard to say.. best idea is to strip out parts of the game and test.. i bet you can figure out what the optimization issue is.

  • blekdar yea it's hard to say what could be going on with your game.. if you made it for PC and then want to take it to mobile.. it's bound to have problems because you were building the game with pc cpu / memory / gpu..

    it's hard to say what might be going on. something in your game loop maybe? try stripping out features and see if you see a significant drop in cpu usage.

  • a consumer doesn't care how big it is just how long it takes to download.. you're probably on a high speed connection most of the time.. so to you it doesn't seem like an issue..

    I just developed a game for Iranian youth and they have very slow connections so big games are a problem.. many parts of the world have slow / poor access to data, especially over cellular networks.. some sites won't host games that are too big.. especially if they are not "beefy" games so less bloat was important there, but yes in many cases the extra size is fine..

  • the reason it's a problem is for tiny games.. they shouldn't be that big! flappy bird is 1.7mb.. or so.. IIRC.. this means for hyper casual games you want someone to download as fast as possible and get them playing as quickly as possible. if I make a fun little pixel art game I want it to be as lean as possible..

    the bigger your game is the more time there is for something to go wrong.