PixelRebirth's Recent Forum Activity

  • As we all now,export via node-webkit makes some dll files which is necessary for it to run,this may look unprofessional for small games.So I want something which can compile all these files to one exe.(Not an installer).Do you know anything like this?

    I can't search for google because I don't know what keyword to search for.

    Is it really a problem if the user is aware of multiple files being present? I mean that's the case for most games.

    There are ways and applications that can do such a thing (google for "package dll in exe" for example), but I believe if the dlls are just packaged the files will have to be extracted again when the game is run.

  • ArcadEd

    The "API loaded" lights up green in the test tool if you include the API from the URL like described in the documentation. Since you can't define remote dependencies the plugin uses a local copy of the API js file.

    Feel free to replace the script reference in the index.html file of the exported project.

    However skyhunter93 submitted successfully even though his project worked with a local script, so it might not be necessary.

    Iris

    You probably don't want to request an ad right on startup. That would mean the user instantly saw an ad after loading the game.

    I'm also not sure it will work properly if you don't allow for a little time between loading the API and requesting an ad.

    Remember, you load the API only once and you request an ad whenever you want to actually display one. For example when a level ends.

    Could be that the sub-domain redirecting you're doing is causing problems with the test tool. I would definitely try to use a direct URL to compare.

  • Basically you use a variable to define whether the CapturePoint has been scored yet and such...

    But yeah, like others also mentioned you could simply fix it by using For each.

  • As long as a single member of the CapturePoints family has a CaptureTimer value of <= -5 (or >= 5) the condition holds true, therefore it's completely correct how it behaves with trigger once.

    Try setting the CapturePoints sprite inactive or resetting it after scoring, maybe using an additional value.

    Or using For Each might also do the trick.

  • But yeah as far as the Kickstarter goes - it was a private back vote. Majority won. In fact no one said no. The only request was to have an alternate unlockable mode to have the original 8-bit graphics. Which we will have :)

    Okay, please kindly disregard my criticism then! <img src="smileys/smiley9.gif" border="0" align="middle" />

    Played the latest demo and it's definitely a cool new look. Seems like some old obscure arcade game now, hehe. Looking forward to the finished game!

  • Just wanted to thank skyhunter93, bilgekaan, and Pixelrebirth (and anyone else who helped) for giving away their plugins and helping us with this, so, thanks!.

    You're welcome! <img src="smileys/smiley1.gif" border="0" align="middle" />

    Btw it seems Spilgames updated the HTML5 API test tool. Requesting an ad now properly triggers fnPause as well as fnResume. Nice!

    It seems you can't test games with HTTPS urls anymore though, which means you cannot use dropbox. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Is the jerky scrolling intentional? Maybe the original behaves also this way, didn't care to check.

    But I did check your events and saw that you did Every x seconds -> sprite.X + N

    That's very bad practice, unless you really want this kind of not smooth movement. You should use delta time for moving an object constantly.

    Every tick -> sprite.X + N * dt

  • This is a quick adaption of the previous example to the bullet behavior: Download

  • Yes well, with the Bullet behavior you can work with the "Speed" and "AngleOfMotion"-expressions.

    If the speed is over 0 the sprite is obviously moving and the angles of motion would be 0 for right and 180 for left.

    You might be doing something more complicated, in which case a code snippet would indeed help like blackhornet mentioned.

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  • Movement behaviors do often have an "Is moving"-condition and also expressions that return the X and Y vectors.

    Here is a very simple example that should be similar to what you had in mind:

    Download

  • I believe you can name parameters with rexrainbow's function plugin.

  • by the way in your new plugin i found only 2 expresions.

    BrandingImage and BrandingLink but as they are no action i cannot asign anything to them .. or how could I?

    besides, how can i set where i want it?

    These expressions return the image url and link address after you have used the "Get logo"-action.

    You can load the image to a sprite with the "Load image from URL"-action. Put the BrandingImage expression there. Because of the Same-origin policy this will not actually work before the game is on Spilgames' server.

    And use the BrandingLink expression to link to the address on click/touch (needs the browser object).

    Ok i managed to get working perfectly fine the part In-Game Ads

    as i am testing it in the "Game API Test Tool"

    the other 2 API Loaded and Branding is not working.

    I set the Api the main menu... just 1 time for sure (i have something that shows me)..

    also the getlogo but, is not showing in there....so, is not working or the tester does not work?

    Yes, I have been discussing this with Raganork before per email. It seems the test tool isn't recognizing the API being loaded. But of course it is loaded, otherwise the ad request wouldn't work. Try removing the "Load API"-action and request an ad - it won't work.

    Raganork has been suggesting that API loaded lights up green if you include the script like described in the documentation from their url. Since you cannot define remote dependencies in plugins this uses a local copy of the script.

    However skyhunter93 also used a local script and his implementation got still accepted. You can of course try to remove the script tag adding spilgames.js in the index.html file and add the script from the documentation instead.

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PixelRebirth

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