Niespor's Recent Forum Activity

  • Okay guys, quick and simple: I am trying to wrap my game via Cocoon but all the tuts are outdated or/and contradictory and whatever I do or try I keep getting a "Andoird devapp compilation failed" error and this is as far as it goes. Do anybody has a valid UP TO DATE tuts on the matter?

  • >

    > And it will work across all platforms?

    > Like, e.g. someone is playing on desktop and someone else on mobiles and they both see the same leaderboard?

    >

    Yes, it will. It works like this: each player can submit its score (with an AJAX call) to a server. All the AJAX POSTs go to the same server and are stored in the same database, no matter if it was posted from a mobile device or from a PC. When you display the leaderboard, you get the metadata from your server with an AJAX GET Request, and the same data is sended to all devices (no matter if desktop or mobile).

    Are you familiar with servers and databases (PHP, SQL, etc.)? If not, don't worry. I didn't even know what a server was when I did this. If you need help, just ask.

    >

    > EDIT:

    > Sadly, I just tried you hosting and it gave me:

    > [quote:132zi7o6]Public registration was temporarily disabled! If you need an account, please contact us using .

    >

    Hmm... Try to contact them, they usually answer within 24h.

    Well, networking and client-server was never my specialty. To tell you the truth last time I tried something like that it was about 4 years ago. Put if you say that the tutorial is still valid and working - I'll try it out =)

    Do you use facebook by any chance? And if yes - would it be rude if I'd send a friend request your way?

  • >

    > Thx mate! Do you have a facebook fanpage or something else I could follow? Would probably be easier for you, rather than contacting each and every one of us ^_^

    >

    No problem, was actually on the fence about porting it to Android and you tipped me over the edge! I'm afraid I only really operate out of Twitter at ParkercellUK - I just find Twitter the simplest way for gamedevs to promote their games!

    Ouchy. I rarely use twitter. But I'll bookmark your profile =)

    Ever thought about using IndieDB? Its a nice heaven for any IndieDev. In terms of self-branding.

  • >

    > > Ashley's statement on that was quite simple, can't find that post now but he said he will not add this feature because it can be hard for "new users" to understand/use.

    > >

    > Old story.

    > Scirra: Nah it can't be done, we know - we've made the engine

    > Construct Modders: Hold my beer...

    >

    >

    > Shame its yet again behind a paywall.

    >

    hard work deserves compensation, I'm sure no one would like to go to work and not get paid

    You missed the point. But you are not the only one.

  • >

    > > Yes, they all work even on mobiles without WebGL. Just make sure 'Enable WebGL' is always 'On' in your Project Properites.

    > >

    > Sadly - this isn't true. It all depends on device's hardware and OS version. As a rule of thumb - you want to avoid Effects if you plan on publishing your game on mobiles.

    >

    If that is true, then how come all effects in my game work on mobile devices?

    It means you either did not used WebGL shaders, use it on a modern device or you confuse Shaders with Blending. I have 4 different android devices with android, ver. ranging from 2.X.X to newest 5.X.X and there is not a single Shader/Effect that would work across all of them. On oldest androids even blending doesn't work and you have to use sprite's alpha channel and opacity instead

  • Well, I had the same problem some time ago. I downloaded almost every (free) Plugin available, but either they didn't work anymore (like many C2 Plugins, sadly even official ones) or they only worked in a specific platform. I came up with a free solution, which is to code the leaderboard yourself (don't worry if you don't know how to code, I don't know either and it works perfectly). You will need a server (I use a free server from freewebhostingarea.com). Follow this tutorial (it's old, but it still works):

    https://www.scirra.com/tutorials/4839/c ... sql/page-1

    Let me know if you have any questions

    Oh my! Thank you mosty kindly! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    And it will work across all platforms?

    Like, e.g. someone is playing on desktop and someone else on mobiles and they both see the same leaderboard?

    EDIT:

    Sadly, I just tried you hosting and it gave me:

    [quote:vw90qrj7]Public registration was temporarily disabled! If you need an account, please contact us using register@freewha.com.

    <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ashley's statement on that was quite simple, can't find that post now but he said he will not add this feature because it can be hard for "new users" to understand/use.

    Old story.

    Scirra: Nah it can't be done, we know - we've made the engine

    Construct Modders: Hold my beer...

    Shame its yet again behind a paywall.

  • >

    > > Hello all,

    > >

    > > I have just released Sidecar Split for iOS and I was hoping that you guys would have a go (and maybe leave a nice review if you like it?). Simply tap to split and tap again to recombine, trying to avoid all the cars, police and even tanks!

    > >

    > >

    > >

    > > Here is the app store link: https://itunes.apple.com/ph/app/sidecar ... 80473?mt=8 iOS App Store

    > >

    > > Or just play it on the Scirra arcade: https://www.scirra.com/arcade/action-ga ... plit-21211 Scirra Arcade

    > >

    > >

    > >

    > is there an android version? My kiddo would love your game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    Hi there,

    Thanks for you interest, a few others have asked for the same thing! I have just started work on an android version, and will hopefully get it on Google Play soon. I will post a reply to you as soon as its up!

    Thx mate! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> Do you have a facebook fanpage or something else I could follow? Would probably be easier for you, rather than contacting each and every one of us ^_^

  • Niespor I just get an effect that looks like dust im trying to make a pixel kind of flame like the one in the image have any ideas?

    You need to be more specific

    Do you need a wall of fire?

    How wide you want it to be?

    Do you want it seamless or not?

    Do you want it to be pixalated like the given example or more realistic?

    What colors?

    Would you like the animation to be loopable or with start and end?

  • >

    > > Because with 8dir sprite go back automatically at mouse cursor point when i tale the control from keys to mouse

    > >

    > Yes. Didn't knew it is a problem heh. Why is it a problem?

    >

    This is a problem in my project.

    Well there are ways to lock the mouse pointer at fixed location but it won't work in all browsers.

    As for relocating mouse pointer - that's impossible with Javascript.

  • Because with 8dir sprite go back automatically at mouse cursor point when i tale the control from keys to mouse

    Yes. Didn't knew it is a problem heh. Why is it a problem?

  • > I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.

    >

    This was something I was wondering about. What is more taxing on CPU game performance: using Construct 2's effects/behaviors/plugins on sprites... OR importing an animated sprite that has the look of effects/behaviors/plugins?

    The more GFX assets your project has the bigger the overall download and more VRAM being taken.

    The more shaders/effects you use and the more objects you have on screen - the more CPU taxing the game becomes because Draw Calls requires more horse power. And high CPU usage = low FPS. Plus, if we are talking mobiles, most shaders doesn't work on them at all, on older devices.

    As of Behaviors and plugins that's a totally different case and should never impact your CPU/GPU if they are done right. Well, with an exception of hardcore physics plugin usage

Niespor's avatar

Niespor

Member since 19 Aug, 2017

None one is following Niespor yet!

Connect with Niespor

Trophy Case

  • 7-Year Club
  • Email Verified

Progress

8/44
How to earn trophies