johnsmith's Recent Forum Activity

  • Thank you Tarek2

    The iOS version is very old and I'm still trying to update it but keep running into problems with iOS 10... I'm now using IntelXDK instead of cocoon.io which fixed some of the problems so far (like the ads) but still have troubles with sounds...hopefully I'll find a fix soon.

  • johnsmith - note the non-webview Cocoon platforms have been deprecated for a long time now so have not been supported for some time. I don't know if that's what you're using?

    I'm not using the old cocoon exporter since it's been deprecated, the new cocoon.io only requires a Cordova export from C2 along with the appropriate cocoon plugins in the project (which can be found here: https://github.com/CocoonIO/cocoon-plugins-c2 ).

    In the cocoon.io compiler, I'm using the webview engine: Canvas+ (and so the CocoonCanvasPlus plugin in my C2 project)

    http://docs.cocoon.io/article/webview-engines-differences/

    Is my screen scaling problem when WKWebview is disabled more related to Cocoon than Construct 2 (or Cordova) ?

  • Hi,

    I'm also struggling with iOS 10 & Cordova (+cocoon.io & cocooncanvasplus plugin)

    When I do a simple cordova export, my app only displays a blank screen on iOS 10 (but works on iOS 8 & 9)

    If I change this in c2runtime.js

    this.isWKWebView = !!(this.isiOS && this.isCordova && window.indexedDB);

    to:

    this.isWKWebView = false;

    My app is working on iOS 10, but then the screen scale is displayed incorrectly

    http://i.imgur.com/uUOixFs.png

    My project settings:

    http://i.imgur.com/zwMD3lw.jpg

    (using C2 r233 64bits)

    I'm not sure how to enable WKWebView, should I just check the box in the Cordova export option ?

    Should I also change the line in c2runtime.js to this.isWKWebView = true; ?

    Do I have anything to do with Cocoon ?

    Or is there any other way to make my app working correctly without WKWebView on iOS 10 ?

    Thank you

  • Thank you guys

  • Yes i'm using Admob (along with cocoon.io)

  • johnsmith Loving the game. Playing it on Android. How did you get interstitial ads with countdown?

    Hi jook00, thank you

    about the ads,

    I have 1 variable "ads_counter" =3

    _On start of layout

    __ads_counter is less or equal 0 -> show interstitial

    __else -> substract 1 from ads_counter

    _On interstitial shown -> reset ads_counter value

    So every 3 layout start an interstitial is shown

  • Sorry to bump, but anyone ?

    EDIT: I think I got it working thanks to R0J0hound

    (int(t / 60000) % 60) & ":" & (int(t / 1000) % 60) & ":" & (t % 1000)

    Only problem is that it gives 3 digits for MS but I've fixed it with my awesome skills of reducing the text size

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  • Hello,

    I have time based Leaderboards in my game.

    I count the time by adding dt every tick and my timer looks like something like this: 19.975983000000404

    From Google Play guidelines:

    [quote:262a2f9z]Time leaderboards present scores in hours / minutes / seconds / hundredths of a second format. You must submit scores as milliseconds, so 66032 would be interpreted as 1:06.03.

    So I use round(timer*1000) to have 19977 - wich works fine (gives 19.98 in the leaderboard)

    But I'm wondering how can I display 19977 as 00:19:98 (M:S:MS) in my game ?

    i've found this formula:

    zeropad(floor(timer/60),2) & ":" & zeropad(floor(timer)%60,2) & ":" & zeropad(round(timer*100)%100,2)

    but it needs modifications to works with round(timer*1000) and since i'm not friendly with Math it's hard for me to figure out .. Anyone know how to modify it accordingly ?

    Thank you if you can help !

  • Hello,

    I'm using array for generating a house.

    I have a "stairs1" somewhere in my array, how do I retrieve it so I can set a "stairs2" above it ?

    What I have so far (and not working at all):

    On start of layout

    For each XY elements

    Value at Array.curX, Array.curY = "stairs1" ----> set value at Array.curX, Array.curY+1 to "stairs2"

    Thank you if you can help !

    EDIT: got it working, was a stupid mistake somewhere else...

  • Ok finally got it to work.

    Found out that the conditions else, trigger once & every X seconds were confusing the instances system. Seems to work so far without them (and without for each)

    Here's my events if you're interrested:

  • Hello,

    I've created an enemy with custom movements. Since it always goes toward the player, I need to deactivate it when it's off-screen so it remains where it's placed and doesn't travel the whole level to meet the player.

    What I did works well with only one instance, but with multiple instances, it goes crazy.....

    I think I need to use the "for each" but really....can't figure out how to use it properly, I just seem to make things worse...

    Anyone know how to use it properly ? Many thanks if you can help !

  • Thanks guys

    Noga Congrats on reaching level 10 ! (most of my friends can't even pass level 1...but they're not really into games) You will soon encounter new gameplay mechanics (level 14 & 18 more exactly)

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johnsmith

Member since 21 Jun, 2013

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