pirx's Recent Forum Activity

  • So, I have the following sequence:

    local variable current_file = 0
    Filechooser -> On changed
      - PhotoField -> Load image from filechooser.FileURLAt(current_file)
      - System -> Add 1 to current_file
    [/code:3dyq52a7]
    
    This way the user can load a new image to replace the previous one. But if I add 
    
    [code:3dyq52a7]
    Filechooser -> release file(filechooser.FileURLAt(current_file-1))
    [/code:3dyq52a7]
    
    to release the previous file the image doesn't load at all. What should I do to be able to replace the previous image with another and release the previous one?
    Also I feel I shouldn't be adding urls to filechooser but replacing the url at (0). However, any attempt to do so results in the image not changing or not loading.
  • Thanks for the suggestion! Actually I have the whole package from Cranberrygames but somehow I missed that... probably because of there being the official plugin. Now I have all I need:)

  • Hi,

    Since there doesn't seem to be any way to do this with the current IAP object, I'm putting it here as a feature suggestion.

    Google Play supports managed products, which can be 'consumed' in game and then bought again (such as additional lives, one-time passes etc.)

    It would be great if the IAP object supported this.

  • bump?

  • Hi,

    I noticed there is no 'consume product' action in the IAP object. Is there a way to achieve this? Is this a missing feature or is it intentional?

    Consumable products are crucial for my new app and I sort of assumed it would be there. Any help with this?

  • Hi,

    Is it possible to have the application take a photo with the phone camera (request camera) and then send the photo to a php or ftp or the mail app or something? As in 'upload your avatar' or something like that?

    I know I can take the photo, but how to send it?

  • Hi,

    I'm not a specialist in IAPs so maybe someone more knowlegeable can enlighten me.

    As far as I can see, you can pretty easily have features unlocked via an in-app-purchase in Google Play. The IAP object allows to do that.

    Then you can request the info on whether the particular product has been purchased or not.

    However, what about quantitative purchases? Is it possible? For example, I want to have a couple of 'credit packs' in my app so that users can buy e.g. '10 credits' or '50 credits'. Sure, I could just add 10 to var_credits after a purchase but how would I verify that later? For example, the user could then hack the app's webstorage and manually add 1000 credits to their account and I couldn't cross-reference it with the 'has product' response from Google Play.

    Any help?

  • I think your're right. Actually it's even simpler than an array - I'm just saving the number of the max unlocked level in a variable.

    [Edit] Works like a charm. Thanks! I'm no beginner to C2 but I never needed WebStorage before. Now that I discovered how hassle-free it is I'm actually excited!:)

  • Hi,

    I love the Save&Load functions but I have trouble using them. I would like the levels in my game to stay locked/unlocked whenever the user quits or launches the application without the need for them to press a 'save game' button. Is there a way to do this?

    I can't do BOTH auto-load and auto-save using triggers in the menu because it will create a loop or not work as intended. The ideal situation would be to detect a 'on first start of layout' (load) and a 'on game quit' (save) events, but there are no such things. Any ideas?

  • I still love C2 for the ease of creating games and I will definitely continue using it. Working in C2 does give me genuine pleasure.

    However, I don't have the time nor desire to put up with the perks, limitations and issues of wrapping the applications so that they sort of work on mobile, maybe. This is simply too much of an issue: should be one-click-ish thing. So for the time being I'm leaving C2 to desktop HTML5 development, which is where it excels.

    In short, I gave up and I rewrote my app in native code for both Android and iOS.

    That said, things are getting better. I've just noticed that the new beta has AdMob support which is great. With the new iOS 8 and when the Build Service is supported it will all be WAY less painful. If you have trouble with getting your app to work on iOS try the Build Service. Apart from the lack of Admob support it was the only wrapper that didn't mess up my app.

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  • I strongly doubt there will ever be native exporters in C2. C2 is built around generating HTML5 and JS code - it does not operate on things like views, activities, memory management and the like. Having native exporters (as in really generating native code) would probably require fundamental changes (i.e. crazy amount of work) in what's under the hood.

    On the brighter note, if all the annoying problems with wrappers (iOS restrictions, performance, cumbersome monetization, compatibility) are resolved then it really makes no difference.

    The thing that would solve it for me would be an official C2 ad plugin for Admob so that it works with Phonegap build service.

  • That's GREAT news Ashley. Can't wait!

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pirx

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