Anonnymitet's Recent Forum Activity

  • No that is the problem the audience network symbol is not green. So I guess I have to send it in for review in the monetize manager so they can approve the game for ads? That seems to be a whole seperate review than the actual app review you do before publishing. Can that be right?

  • The IDs are correct and I'm using the C2 runtime but I think I've messed up. I guess I have to send it in for review under the audience network first?

    I thought it wasn't needed to test ads but it probably is right? :P

  • Then I have no idea why I can't get it to work. I have a simple test app with these events:

    on start of layout > load ad

    -on load ad success > show ad & set text to "showing ad"

    And it doesn't work. Whatever I do the "on load ad success" doesn't trigger.

  • Does the plugin really work atm? Have they changed the API or something because I've tried everything now and I just can't get an ad to load and trigger the "on load ad success" and show an ad.

    I see no errors in the console and yes I'm also testing the game from messanger on my phone as the admin.

    I've followed all steps and have the instant ads IDs setup so there must be an issue in C3.

  • Thank you for maintaining spriter for us. It is a must have for me and I can't even remember how it was to make games without it :)

  • Nirivonsiri I tried it and I must say I'm impressed. Didn't think it would be so addictive and the dialogue is entertaining as well. So keep up the good work! And people say that "Norrlänningar" only drives around in snowmobiles, but look they can make games as well Haha, just kidding.

    You should release it on the app stores as I can see people play this a lot

  • c2addons are not installed in the construct2 install folder instead you find those plugins here --> "user/yourname/appData/roaming/construct2"

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  • If you use platform behaviour or 8direction then you can simply compare the X velocity of the character. If it is negative it moves left and positive is right.

    Or you can check if the touch.X is less or greater than character.x and if touch.x is less than character.x then it moves left and vice versa.

  • Since my game is geting near release.. one issue has come out in my mind.

    How does construct output files in my case for steam and xbox one, handles piracy?

    My advice is to not worry about it. Almost no indie developers are trying to protect their games anymore. It is a waste of time and piracy can even be good for you as it can still work as marketing.

    If your game becomes a hit then you can start to worry about that, but not now

  • mudmask Looks fun. One advice is to remove the buttons and just go left on any touch at the left side of the screen and right on all touches on the right side. Most users are used to that these days and it is a lot cleaner. Just a tip, looks great anyway

  • > C3, can integrate with Steam? included achievements? Yes, very easily, I use the Steam4C2 plugin though.

    >

    That plugin works also in C3?

    Not yet but will probably be converted later. But the steam plugin that comes with C3 should work as well.

    >

    > C3 export to iOS with out a Mac? or how? Yes, when you export for desktop you get windows, mac and linux builds.

    >

    my question was about iOS mobile, but it's good to know this too! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Oh, sorry. You need a Mac or virtual machine to publish to iOS but you need that in all engines. App store only accepts entries from a mac computer as far as I know. Apple wants to force their products on all their devs you know <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> But I just make the game on my PC and borrow my girlfriends Mac to submit the game which takes 5min. So you only need a Mac to submit, all work can be made on your PC.

    > 5. Making multiplayer games is easy when you get the hang of it. I've used photon to make some multiplayer projects and it is great. I thought multiplayer was too complicated before but photon made it simple.

    >

    OK! but you need program something outside C3? or anything are "include in the pack" <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Online multiplayer is included but there are free plugins that makes it even easier

    How is that plugin called? so I look a little <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    It is the photon plugin but I don't think it is available for C3 yet but will also hopefully be converted over.

    Pig Chick Blue Balls: https://www.youtube.com/watch?time_cont ... 6EU8zE-B-g

    this is C3???

    No, I made that game in Unity. I do 2d in construct and 3d in unity or unreal.

    Thank you

  • > I started out using game salad and to be honest I can't even compare them as game salad is way too limited and construct is so much more user friendly and powerful imho. I now have my own company making games for a living and construct is one of the biggest reasons that I achieved that. So I strongly recommend switching over.

    >

    Ok! thank you

    > 1. There are tons of questions about this. But I usually just make a 16:9 game and use scale outer or scale inner depending on what type of game it is and with some simple tweaks your game will fit any screen perfectly

    >

    Yes this work, but if your game have circles, the stretch can be notorious

    It doesn't stretch the screens with those options it shows more or less of the screen. So it scales perfectly without any distortion which makes the game look great whatever screen ratio.

    > 2. Exporting is one of constructs biggest flaws. Exporting to steam and web is very easy and mobile isn't that hard either if you know how to optimize your code. But exporting to consoles isn't really possible atm without third party porting. You can release UWP on xbone but it isn't optimal. My game that is waiting to be released through IDtre@xbox is still waiting for the missing features in the engine and it has been a year now. But I've heard great news about simple porting for construct games so I hope we'll see some real console releases soon.

    >

    This is my biggest fear

    C3, can generate .exe? Yes you can export an exe file

    C3, can integrate with Steam? included achievements? Yes, very easily, I use the Steam4C2 plugin though.

    C3 export to iOS with out a Mac? or how? Yes, when you export for desktop you get windows, mac and linux builds.

    > 3. Can't say much about that amount of physics objects as I haven't stressed tested it. But I had no problems working with physics with reasonable amounts of objects at least

    > 4. Conctruct has letterbox scaling so making a pixellated game is no problem and you can scale it however you want remaining hard sharp edges as nearest neighbour is supported.

    >

    OK!

    > 5. Making multiplayer games is easy when you get the hang of it. I've used photon to make some multiplayer projects and it is great. I thought multiplayer was too complicated before but photon made it simple.

    >

    OK! but you need program something outside C3? or anything are "include in the pack" Online multiplayer is included but there are free plugins that makes it even easier

    > 6. You can do that easily with ajax for example. There are many different solutions and isn't hard at all.

    >

    > 7. I use third party plugins for push notifications and it works great, not sure the official plugins support it though.

    >

    > 8. C3 has visual list builders where you can make tables and stuff for your game so you should feel right at home with that.

    >

    OK!

    > This might sound like construct is all perfect which it is not, but it is improving all the time and is by far the easiest game engine on the market. I use unity and unreal but for all 2d projects construct is the fastest and easiest by far.

    >

    > Anyway, that is my thoughts on it. I hope you'll end up happy whatever engine you choose. Good luck!

    >

    congrats for 8Bit Fiesta! I´m looking in Steam.

    do you have other games published? maybe one on iOS?

    I answered your questions above up in the quoted are ^^

    Thanks, I have made other games but 8Bit Fiesta was my first real commercial project. I'm now working on new bigger projects atm.

    But here are some of my games and they are of varied quality as some are very old

    PC

    8Bit Fiesta: http://store.steampowered.com/app/382260/8Bit_Fiesta/

    Pig Chick Blue Balls: https://www.youtube.com/watch?time_continue=6&v=G6EU8zE-B-g

    Mobile:

    Kim Jong Run: https://play.google.com/store/apps/details?id=com.linusappz.kimjongrun

    I had more mobile games and iOS games as well but I removed them all when I started my own company as I was going to release them again under my company name but I haven't had the time. So kim Jong Run is the only one I have left and that is published using really old mobile wrappers so I don't know how the performance is on modern devices so do not use that as a reference of C2/C3 mobile performance

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Anonnymitet

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