Stormtrooper's Recent Forum Activity

  • Probably many of you have had this problem also, if you're using pathfinding:

    You have one object moving along its path, and another object gets in the way, and the first object either simply passes through the second, or if you have some "bumping code" set up pushes the second one out of the way.

    My question is this: is it possible to have dynamic pathfinding? So that the first object recalculates a new path? I thought of a method, but I'm not sure its possible or CPU friendly. If you were to create an invisible sprite line from object to the x/y its moving to, and another object crosses that line, I'm guessing its possible for the first object to recalculate a new path to the x/y point.

    Has anyone created something like this? Can you please post an example capx? Many thanks!

    Edit: An example of how I wish it to work correctly is kind of like you can see in League of Legends, where the champions avoid minions and other obstacles reasonably (i.e. they still will try to push through enemy minions if its the shortest path, but ALWAYS avoid solid walls).

    Btw: In LoL, I was able to make a champion walk through the walls because they seem to have a similar pathfinding problems ^^

  • https://www.scirra.com/tutorials/1047/upload-construct-2-app-to-apple

    Hi everyone! To all of you who are trying to upload an app to Apple, I wrote a tutorial which should definitely help you get on the right track. If you find anything I did wrong or have questions or concerns, please let me know ASAP, and I will update it ^^

    Enjoy!

  • Hmm I was super busy with my official game that I released - Ditched Save the Sheep - but now I'm continuing, but I kind of started over to optimize. Here's what I remade so far:

    https://dl.dropboxusercontent.com/u/772 ... index.html

    Edit:

    Wow after testing it myself from that link, the music takes FOREVER to start, but be patient and you'll hear it.....plus after it loads once I think it loads much faster after that....

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  • Hi everyone!

    My and my team's app Ditched - Save the Sheep, is finally live for the iPhone. This game was made totally with Construct 2! You can download it here, it would mean a great deal to us! ^^

    https://itunes.apple.com/us/app/ditched ... 25931?mt=8

  • Hi guys,

    I've been working on this tutorial in my spare time, its a Work In Progress at the moment, but maybe it can already help some people trying to get their game into the AppStore. I will try to update this frequently over the next few weeks. Any feed back is highly appreciated.

    **************************************************************************************

    ADD PICTURE

    Here is a very straight forward way to get your .capx file running as an XCode app. Just one rule, if something doesn't make sense, please first Google it yourself and try to find and teach yourself how to do it, nothing compares to or beats learn-by-doing in my experience, but if its really impossible you can contact me or comment below (preferred).

    Prerequisites that you absolutely need, NO exceptions:

    1) A Construct 2 private or business license (especially if you hope to make money with your app): https://www.scirra.com/store/construct-2

    2) Your game, it can be finished or a testing version, but must be a .capx file

    3) Some type of Mac computer (very important, if you don't have one, ask friends)

    4) Some testing device(s), the more the better, with possibly current supported iOS versions (extremely important, do not submit anything before thoroughly testing it yourself)

    5) XCode installed on the Mac: https://developer.apple.com/xcode/downloads/

    6) Apple License: https://developer.apple.com/programs/start/standard/

    7) CocoonJS account (my tutorial, so export it my way or figure it out yourself with Ejecta or PhoneGap, but CocoonJS > others): https://sso.ludei.com/ and sign up

    8) Icons and Launch images. 1 AppStore Icon of 512x512 pixels, and then a whole lot of app launch icons: 320x480, 640x960, 640x1136, 768x1004, 1536x2008, 1024x768, 2048x1496. (Note: if you think your game loads fast, simply create these launch screens as black boxes.)

    Let's Get Started

    After all the prerequisites are met, you will have everything necessary to create a fully working Apple iPhone or iPad app. First, let's open our game .capx file.

    Your Game Export Process

    So you've assumably created a wonderful game, which in itself is a great and rewarding experience. Congratulations! I mean it!

    Your dream has become a reality thanks to Construct 2 and you want to share this vision with the whole world, or more specifically iPhone and iPad users.

    Hopefully beforehand you looked up your desired device(s)'s screen resolutions, and limitations such as memory, app size, social feature support, IAPs, etc etc etc. In this department I cannot and will not help you unfortunately, but I'm assuming you've already done all that by yourself.

    So, open up your game, go to:

    File > Export > CocoonJS > and in the pop up select some way your sprites should be or not be compressed, and whether or not you want your code to be minified. Then hit the magic button to start exporting it somewhere like your Desktop or Dropbox. Depending on the style you are or are not compressing your sprites, this process should take 30 seconds to 15+ minutes

    ADD PICTURE

    Once the exporting process is finished, you will get a confirmation pop up and now you can safely close Construct 2. With this new folder, its time to head over to https://www.ludei.com/

    Ludei and CocoonJS

    Just in case you don't know, Ludei provides us with a very nice wrapper designed specifically for HTML 5 games.

    Sign in or sign up > click the 'DEV PORTAL' tab at the top. You should see Your Projects, and most likely its blank right now. Click the green '+ New Project' and add your project, its really simple and should be self-explainatory.

    Once its added to the Dev Portal, you can click on it to edit it. Here you will see a whole bunch of options which you will only need 3 of for Apple.

    Under 'General', give your game a name, Bundle Id (com.companyname.gamename), Version (1.0 for now), choose your Orientations, and Scaling methods. Once that's all done, hit the blue 'Update Project' button.

    ADD PICTURE

    Under 'iOS', upload your AppStore icon (the one players will press to start the game) and the Launch Images. All of them. No exceptions, even if your game is iPhone exclusive, still need iPad. You can load Optional assets, but they're optional. See what I did there? >_>

    ADD PICTURE

    Alright, all set up and happy? You 100% sure? Maybe go and double check to be really REALLY sure, because making an .xcodeproj is going to take about 20 minutes minimum. Okay, cool. Then let's do this! Go to 'Compile Project', add your zip of your game, select only Compile project for Apple AppStore (iOS), run using Canvas+ (best in my opinion for almost all games), use 2.0.0 beta compiler, accept the terms of service, sell your soul to Apple and Compile that game!! WOOOOO!! Now wait something like 20 minutes for the Ludei dudes to send you the .xcodeproj to your specified e-mail. In the meantime, you can prepare iTunes Connect to upload your final finished game. You will NEED a Mac now.

    iTunes Connect

    Go to https://itunesconnect.apple.com/ and sign in, of course on a Mac computer. Click on 'Manage Your Apps.'

    ADD PICTURE

    In the upper left corner is a blue button with 'Add New App'. Once you click on this, you will get this sentence "You have no eligible Bundle IDs for iOS apps. Register one here." Click on here.

    Creating a bundle is what all developers complain about, this is the painful process from Apple which can be complicated and tedious, and leaves a bad aftertaste in the mouth once you finish.

    I'll try to take you through the general steps. First, you need to give your game a name again under App ID Description. The Bundle ID you already created on ludei.com (its com.companyname.gamename).

    Under App Services, you need to decide what to fill in there, like does your game have IAPs or use Push Notifications? Fill all that out and click Continue.

  • This is tricky and I don't think I can really help you, but I think I know what you mean. Maybe look at those C2 examples "Infinite Runner" for ideas. Sorry I can't help anymore...

  • Try cutting all your backgrounds into smaller images, or use tiled background if you are always using the same background repeating over and over.

  • TMAJA , reinhardius , and BluePhaze :

    I did what reinhardius said and now its working as it should! Thanks a lot for the quick response and help!

  • TMAJA : check out reinhardius's answer

    reinhardius : Thanks! I will try this out tonight, hopefully it will fix the problem! ^^

  • BluePhaze :

    Thanks, but I already searched, and tried and tried for hours last night to get it to work, but seems its Universal on CocoonJS's part.

    I think I will eventually write or make a youtube video tutorial on how to get a: capx --> CocoonJS process --> Creating specific Apple files --> AppStore

    The process from Apple is nearly laughably ridiculous and complex, and I'm sure many newer developers will have no idea how to do this. Why is submitting to the Google PlayStore so easy? ^^

  • Hi guys, I'm having a problem submitting my app to Apple, they keep rejecting me because they think my app is universal, even though in Xcode I of course tacked iPhone as deployment type.

    Am I missing something during the CocoonJS building process? Is there somewhere you have to tack to build for iPhone only? For example, Gamesalad has an option to export exclusively for a specific device type. But Gamesalad is crap, I love Construct 2! Does CocoonJS only create an Xcodeproj file as universal?

    Any help is much appreciated! Thanks in advance ^^

  • iceangel & Blacksmith & PeterPlatter :

    Thanks guys!

    Here is a teaser trailer for anyone interested.

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Stormtrooper

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