PixelRebirth's Forum Posts

  • Thanks again for reporting this issue! It should be fixed now in the new update. Please download the latest version of the plugin.

  • This thread would be better suited for the "How do I"-forum. It's not surprising that a beginner hasn't figured out how to effectively use every part of Construct 2, it's obviously not even expected.

    But please don't let it be your first impulse to go around and ask for changes in Construct 2.

    There is an usually overlooked plugin, which can create named 1D arrays. I found this very useful early on and am still using it occassionally. Just thought it might be of interest in this context: Data structures plugin

  • 2. Array always starts with at least one "zero" element (dimension 1,1,1), which show up in the list, when transfering values from the array to the list

    I don't get it. An array of the dimensions 1,1,1 will have one element by default. Why don't you start with a width of 0 before you push stuff into the array? There won't be a "zero" element to transfer, as you put it. Or am I misunderstanding something?

  • so PixelRebirth have you done much with Clay.IO? What platforms have you taken a game too with it if any?

    I'm afraid I kept all my Clay.io games strictly on the web so far. So no, I didn't use Clay.io with any wrapping solutions for Android, iOS or WP8. Sorry, but I can't help you there.

  • Okay folks, I got the green light from Spilgames. The plugin is officially available now! Go here.

    In case you got the plugin earlier from my last post in this thread, please do download it again. There has been a minor change, but nothing that will break anything you eventually already did in your project. Thanks!

  • Spilgames API 1.1

    This is a plugin for the Spilgames HTML5 Game API.

    Download the plugin.

    Download a .capx example.

    Check out the commented example to learn about its functionality. Needs to be run in the Spilgames HTML5 test tool to be able to test every feature.

    Update 1.1

    • added support for the new 'pause' and 'resume' methods introduced in version 0.8.1 of the API
    • fixed an issue with the Splash screen condition

    Thank you to the kind folks over at Spilgames, namely Marco and Stéphane, who helped tremendously in the creation of this plugin and made sure it was fully compliant with their API. Also thanks to Yann who helped early on by providing code that didn't suck.

    And finally also thanks to everyone who participated in the Spilgames help thread!

    The development of this plugin is handled by Spilgames by now, please download the latest version by clicking here (thanks to ArcadeEd!).

  • You could also use the timer behavior for this I guess.

    What I usually do is create a variable for this kind of purpose. When the variable is 0, the time has elapsed and you spawn a ball or do whatever and set the variable again to the desired amount of time (I use ms, so it would be 5000).

    Then obviously have an (every tick) event which subtracts 1000*dt from the variable. This will take exactly one second to subtract 1000. Delta time is important!

    If you just use every 1.0 second, you will always have inaccuracies, since this runs on the general game timer. So in the example above in all likelihood the variable "playing" could be set to 0 again when the time is somewhere between a full second , making it only take 4.x seconds to spawn a ball.

  • One of the biggest blocks I ran into was simply how to manage popups.. if a user clicks the X i couldn't see how to capture that action.. and it seemed to be a click through to whatever is behind it which also introduces certain problems with layout, but more importantly if they click X when you want them to do something, it seems like there would be some way to be able to listen to that X being clicked so you can take appropriate next steps to get them back into the game.

    The Clay.io plugin has an expression "ModalIsOpen" which you have to use here.

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  • Hey guys! Earlier this week I received a new plugin runtime file from Spilgames serving as a guideline and now I have it all fused into a working plugin again.

    You can download the result already, but be aware that this is still pending further approval from Spilgames. So there is the possibility that the plugin might still get breaking changes in the near future.

    Download the plugin.

    Download a .capx example.

    How to use the plugin is mostly being explained in the commented example file. Export the example and run it in the Spilgames test tool. You will be able to get an all green status check!

    Once I get word that Spilgames is okay with the plugin I will make a thread for this in the plugin forums.

  • I have been following this post for sometime now and I just had a quick question. At the time of QA submission, is it standard for developers to send the source file for the game to Spilgames? Is it secure? Are any of you submitting via URL?

    You do not send the capx file or project folder, but the exported and minified game. Have you been asked to include the source file?

    I usually use a zip archive including the game files to submit.

  • No need to pay someone. An updated version of a Spilgames plugin I already made is currently in the capable hands of their (Spilgames) programmers for an overhaul. Results should be in as early as next week.

  • PixelRebirth let me ask you one more thing, how I get the branding link via the plugin? I tried to use BrandingLink expression but it just open a new empty window - response from QA :s

    Unfortunately you are using a version of the plugin which is obsolete.

    But let me tell you that I'm currently in contact with the nice folks at spilgames to collaborate on an updated version of my plugin. There should be results next week and then the plugin will basically be officially approved and overhauled by Spilgames. A fully working solution for every C2 user.

  • I didn't get the latest beta release yet, so I couldn't open the attached example.

    You can achieve a variable jump strength by adding a variable that stands for the minimal strength (vector Y). That would be a negative value. Your max jump strength would be defined through the property of the platform behavior (I'm assuming you are using the platform behavior here).

    Now compare the current vector Y to be smaller than that variable while the jump control is NOT active (key is NOT down or whatever). In that case, set the vector Y to the variable.

  • >

    > > lwgames

    > >

    > > You are seriously doing something wrong if you cannot get a flappy clone to work great on mobiles.

    > >

    > > Took me 4 hrs to do a flappy clone with my own art: https://play.google.com/store/search?q= ... apps&hl=en

    > >

    > >

    >

    > These games are all using CocoonJS, which is currently the only way to get good performance on mobile devices in many cases. But of course CocoonJS is coming with its own bag of problems. That's probably why Scirra is promoting the use of Crosswalk, which doesn't do anything to speed up HTML5 games compared to just using the mobile Chrome browser. Which may be relatively fast, but can in no way rival the real thing. So I think it's fair to say that there is indeed still a general performance problem with HTML5.

    >

    Actually, my most complex game is done with Crosswalk via Intel XDK, because CocoonJS falls on its face with big games with lots of assets (450MB loaded into memory!!)

    <== flawless on older phones with a 1ghz dual-core and 512mb ram.

    Crosswalk actually runs smoother/faster than CJS as it is, the only downside is its lack of Ad/IAP support, but its a temporary downside from what is saying.

    Yes, we have lots of room for improvements but as it is, you can create great games with the functional parts. Will you be able to make whatever you want run great on mobiles? Heck no. Figure out what works and what doesn't and optimize.

    Sorry, but in my experience it's simply not true that Crosswalk runs faster than CocoonJS. Crosswalk does simply perform like the mobile Chrome browser would, while CJS is accelerated and can actually reach native-like performance in otherwise hopeless cases.

    Your game may work good with Crosswalk, but it's also not crucial for that type of game to have smooth 60 fps or anything close to that. Don't get me wrong, I do like Crosswalk, but I also like to stay realistic about the way it performs currently.

  • lwgames

    You are seriously doing something wrong if you cannot get a flappy clone to work great on mobiles.

    Took me 4 hrs to do a flappy clone with my own art: https://play.google.com/store/search?q= ... apps&hl=en

    These games are all using CocoonJS, which is currently the only way to get good performance on mobile devices in many cases. But of course CocoonJS is coming with its own bag of problems. That's probably why Scirra is promoting the use of Crosswalk, which doesn't do anything to speed up HTML5 games compared to just using the mobile Chrome browser. Which may be relatively fast, but can in no way rival the real thing. So I think it's fair to say that there is indeed still a general performance problem with HTML5.