Wishy's Forum Posts

  • I do option 1 in all my games, but don't show too many ads, 1 every 5 min or so, or only on certain events

  • simple problems like [[moving player to new layout plus keeping variables]] to be EXTREMELY hard to do and taking Hrs to figure out.

    Im use to using the Unreal Engine but My budget is only around 20,000 so I decided to make a 2d MMO game using a easy to use engine but there far to many problems for the type of project Im creating.

    Moving player to new layout plus keeping variables is very easy to do, I'm pretty shocked that you think that is extremely hard, while you made pretty nice and working prototypes.

    If you are used to UE than Construct 2 shouldn't be a problem at all.

    IF you have a 20k budget, you SHOULD be able to make a small ORPG, maybe even an MMORPG if you find the right guy to code your server + possibly some plugins for c2 to interact with that server.

  • Works perfect together for me

  • I personally have no problems with Intel XDK, using version 3088 though

    All my IAP, ads, google play services work, no performance issues on my testing device (samsung a5)

  • All I can say is, don't use the official plugin.

    Buy these http://cranberrygame.github.io/request_ ... a_plugins/

    before they double in price again. (note that not all of those plugins are working 100% correctly, and requesting an update will cost you 10$ min, the author gives next to no support too)

  • I prefer having a completely free app with ads and the option to buy a premium in-app item to get rid of the ads

  • Use a time plugin or function and look at these very basic save events, could probably be evented more elegant, but it will do the job.

    Example used every 1 sec for seconds, which is not recomended.

    demo: https://dl.dropboxusercontent.com/u/657 ... index.html

    capx: https://www.dropbox.com/s/xsyfbytwa0yf6 ... .capx?dl=0

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  • I'm using the official IAP plugin

    With this Intel XDK plugin: ( https://github.com/j3k0/cordova-plugin-purchase )

    working perfect

    Can you explain what you mean by "consumables not working" and "problems with restoring purchases"?

    If a player bought something in one of my games and deletes the complete game and/or data, they are able to restore that item perfectly with this event for example

  • Wishy if I set IsFreshInstall to 0 on start of layout and then tested if it was equal to 1, wouldn't it always be equal to 0 making it impossible to restore purchases? For instance, I'm saying If IsFreshInstall is 1 and On clicked button then restore purchases but IsFreshInstall is always 0.

    Well you put your restore actions there before you set it to 0.

    I also said you'll have to save it into your localstorage.

  • Thanks for the replies guys.

    I already knew how to do everything you guys posted, but I just realised I didn't ask my question correctly.

    So my issue was, that I'm unable to use the localstorage to save all progress people made in my game, I got hundreds of persistent object and a load of global objects.

    So the only reason to save the state of the game was with the save/load system.

    Whenever someone updated the game to a new version, but still used a saved state of the previous version, they had issues with the global objects behaving very weird.

    The only solution I found for this is to completely wipe all date from the app, with the downside that they lose all saved data/progress.

    Thanks to the replies, I did this through events now, by checking the version and just saving an empty savestate over the previous version's savestate if the version is newer.

    HOWEVER, this still doesn't solve my initial issue, I need to find an easy way to store the data of persistent and global objects in the Localstorage. So players don't have to start all over again every major update.

    I'm currently testing the "nosave" behavior to see if that might help me, but I'm unsure if that works on objects that didn't exist in a previous version.

    I know my problem is perfectly achievable with vars/arrays & localstorage, but I would have to do this for every single object, which makes it almost impossible.

  • Well the weird thing is, lets say we got v1 and v2.

    v2 contains a global object that doesnt even exist in v1.

    If a user upgrades to v2, using his savefile from v1, that global object doesnt even load in v2.

    even after these events

    I assumed, quoting the manual

    [quote:vvz2ht63]Savegames don't go there (luckily), they are stored in either WebStorage or IndexedDB

    that savegames are stored in the LocalStorage, thus by clearing the LocalStorage, the savegame is cleared too, but that seems not the case.

    So, how do I clear a savestate?

    At the moment I quickfixed this by using another saveslot.

  • if you read his question, he asks how to implement it in a webgame

    To use google play plugin I need to link my game to google play service as web app. On the second step of linking it is asking to authorize my site (on wich I upload my game) with oauth2. How can I do this?

    I've read google instructions and I completely don't get it.

    Geforio go to your google API, click credentials

    Click create credential > OAuth Client ID

    and then enter the correct urls, localhost in my example

  • round(cpuutilisation * 100) & "% CPU (" & renderer & ")"[/code:1rxjxlwf]
    
    edit: oh just noticed, you asked gpu, i answered with cpu