Nepeo's Recent Forum Activity

  • Hey oosyrag thanks for your feedback. I fixed your GitHub bug this morning, and it should be resolved in today's beta release.

    When a ray passes directly through a corner it is touching the very end of the segment, which is quite improbable unless you actually point at that co-ordinate like you were trying! Due to floating point precision errors it was incorrectly testing as not intersecting, which is what I fixed. The rays C and A should behave correctly as collisions now.

    Looking at the redblob games article you probably wanted D and A to not count as collisions ( which they are ), but unfortunately that would make C always pass through the segment. I would advise checking the distance of the image point to the collision position, and if it's under a very small threshold then perform a second raycast from just past the hit position if you wanted to continue the ray past the corner.

    The 0 collision checks issue is because the raycast mechanism uses different ( new ) collision checks to the rest of the engine. We could add metrics for raycasting to the existing debug data, I will look into it.

    Looking at your example your probably having issues with self intersecting polygons, the polygon rendering algorithm doesn't support complex polygons like this as they are quite difficult and expensive to convert into triangles. You may find it easier to just draw a triangle per segment.

    We probably won't add another action for casting a ray at an angle, but we will consider it. Looking at your event sheet I wasn't sure why you were using angles and not the image points themselves? If you use the LOS between positions condition it will take into account the range, and will still give you the collision information like the RayCast action does. As you say it's easy enough to project the required vector anyway if you know the maths, and this is quite a math heavy behaviour anyway.

    Most of the expressions produce a default value of 0 if there was no hit, but for distance it could be because the ray was colliding with an object at it's origin position? More likely that there was no collision.

  • There's quite a lot of posts here to read, so I might have missed something, but by the looks of it this isn't answered yet. It's possible (and quite easy) to import/export data to and from google sheets.

    You can select multiple cells by using shift click, then just cut/copy/paste. The copy format is the same as both excel and sheets ( TSV ). We don't support drag select at the moment, which I think has confused some people into thinking they cannot select multiple cells. It's not possible to directly import/export arrays as CSV because CSV can only hold 2D data, and arrays are always 3D.

    If your wanting to work with a custom data file I would recommend using JSON, which is a much nicer format to work in and with and is easily readable/writable using the JSON plugin. It doesn't directly map to a tabular format, but it's an easy format to work with by hand in a text editor and you can use whatever structure you like. Also it's properly standardised, and actually reasonably designed unlike CSV. CSV is a great lazy format if you want a program to dump some data, but that's about it...

  • I updated the documentation for it yesterday as well

    https://www.construct.net/en/make-games/manuals/addon-sdk/reference/specifying-dependencies

  • No worries

  • Both Phonegap build and our own build service are currently using cordova 8.x, which doesn't have official support for iOS 12. This is because cordova 9 only released a week ago, we are currently waiting to see how stable cordova 9 is before moving to it. I'm not sure when phonegap will swap over, I haven't seen any public comments from them.

    Through our own service we've seen some minor issues targeting 12.0, but nothing major. You should be able to change the target SDK in xcode fairly easily, which should resolve your problem.

  • It's not obvious what your asking for here? Do you mean localization or location??

    If your asking for localization of the user consent dialog... that's a bit of a pain. The dialog is provided by Admob, but only in English. So we would need to come up with some sort of translation system and modify their SDK.

    If your asking to enable location data for adverts, Admobs own advice is "You should never request location permissions from users for the sole purpose of advertising.". These adverts are location based not localized ( shops near to you etc. ).

    If your game needs location data for some reason, you can add a cordova plugin that supplies Android location APIs. It will ask permission for user location, and Admob will automatically apply the location data to requests once permission has been granted.

    I haven't been able to find any other documentation related to localization, was it something else you were referring to?

  • no worries. I don't believe the examples or documentation have been updated yet.

    It works by passing a SDK.PluginProperty instance with a variable name when you create a CordovaPluginReference. Like so:

    const property = new SDK.PluginProperty("integer", "test-property", 0);
    
    this._info.SetProperties([
    	property
    ]);
    
    this._info.AddCordovaPluginReference({
    	id: "cordova-plugin-inappbrowser",
    	plugin: this,
    	variables: [
    		["MY_VAR", property]
    	]
    });
    
  • An APK doesn't specify an CPU platform (x86, ARM, etc. ), but it can include executable code for specific platforms. Check out my explanation here

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  • "Test mode" is provided by the App/Play store here, if believe it requires registering a specific account to use for testing ( been quite awhile since I've needed to test it ). Then it will provide fake purchase flows for you. It requires more setup, but there isn't an equivalent setting for us just enable testing mode like admob.

    Scirra doesn't ever see purchase information, and it certainly isn't stored on our server. The App/Play store on the device keeps track of user purchases. Both stores are capable of telling you if the user "owns" a product, and if the product is available for purchase.

    On Android all products are "consumable". Users can only own one of each product, once a product has been consumed the user no longer owns the product. This is why you cannot check consumables and you must keep track of them.

    Admittedly they could probably change how this works, so that developers do not need to run a separate system for tracking purchases. But the developer doesn't really need to keep track of the consumable purchase, but what it represented ( gems, coins, power ups, etc. ). Hence it would need to be a more complicated system that allows the storage of something more generic and isn't necessarily tied to the store anymore.

    You can store that information any way you like, but there's a few questions you should ask before choosing somewhere to put it.

    1. If the user deletes the app, will their items persist?

    2. If the user has multiple devices with the app, will it work correctly?

    3. Can the user modify the data, possibly getting items for free or deleting other users items?

    As users will be paying for these goods, you should treat them like actual money. Any risk of them vanishing, or being copied is not good! I haven't used the Play Games Snapshot system, but it might work for you. You might have issues keeping data synced if an awkward user plays your game on 2 devices at the same time, as both devices can modify the items without the other knowing ( creating, using, exchanging items ). Even if you check before using an item, there's a chance that it will have been modified between your check and update ( look up "Atomic commit" ). There's a chance that the Snapshot feature has a solution to this built in, but I haven't looked through the documentation.

  • As far as I'm aware there's nothing to fix, your trying to insert a string with reserved BBCode characters into something that reads BBCode... if you don't want this behaviour then turn off BBCode in the Text objects properties and it will treat it as plain text.

  • The advanced random plugin includes a "permutation table" system. This is similar to taking a deck of cards, then shuffling it. You can choose the size of the table, and what the starting number is. Then you can just read from start to end to get random non repeating values. Does that help?

  • Hi everyone, we're looking into adding a new option for cloud storage that would work in China. No one on the team speaks Chinese, and I haven't had much success searching around with Google translate. It would be appreciated if somebody with knowledge about this could lend a hand. Posted this on translations as I presumed more Chinese speaking users would be here. I've heard that Box provides a service that they claims works in China, but from what I've heard people have had issues actually getting it to work?

    Requirements:

    - HTTP API that can be accessed from the browser ( similar to Dropbox HTTP API documentation

    - Works in China and the UK ( for development and testing )

    - Preferably documentation in English...

    - Ideally free and popular in China

    Tagged:

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Nepeo

Member since 8 Mar, 2016

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