PixelRebirth's Recent Forum Activity

  • 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.

  • 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.

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  • 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.

  • It's seem many developers are getting the same problem at their games. My deadline to provide the completed games is coming day by day. Another chance is going to the hell :s

    [quote:25rmgi61]Btw, anyone here passed the QA test? I received the 2nd Report with some problems when running on Samsung devices and iPhone 5 7.0.2 >_>

    https://docs.google.com/spreadsheet/ccc?key=0Aox88KReK3zCdDBEU05OWG00SWd6dW5ScWR5ZGZTWVE&usp=sharing#gid=0[/code:25rmgi61]
    

    I doubt you will get into real trouble even past the deadline as long as you're actively trying to resolve the issues raised by QA.

    I need to tell you guys that I currently do not recommend using my plugin. Alone this week there have been at least three updates to the API. Some things in the plugin are deprecated and newer methods aren't in there yet.

    I tried to keep up and used an adjusted version to submit my game again today along with a message for the QA department. However my contact at Spilgames appears to be on vacation, so I hope the forwarding and all goes well and I get a response soon.

  • Iris I hardcoded the logo and passed QA, but that was 2 months ago so their guidelines have changed.

    Yeah, you are definitely not allowed to hardcode the logo anymore.

    Also the API is changing constantly. Third time I see significant changes in how the branding works when checking the online documentation. There are new methods now which aren't in the plugin yet and it's generally becoming a little more complex.

    A little frustrating to be honest when you earlier relied on the pdf documentation they provided when signing with them, then you don't pass their QA because they keep changing the API...

  • Just updated the plugin to version 1.1 (see changelog above), which will likely be the final version. Please download it again to avoid possible issues with the minfier. Thanks!

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PixelRebirth

Member since 26 Mar, 2008

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