dop2000's Forum Posts

  • Change function calls in your events to onDeviceReady(); and showBanner();

    Make sure to set the "Import for events" purpose on the script.

    Try running the game in preview on computer, and check console log - you should see "Running cordova-...." message.

    I would probably add Wait a few seconds before triggering onDeviceReady();, just in case.

    You need to export the game as Cordova project and build with Cordova CLI. Either add this plugin to the config files or execute this command:

    cordova plugin add <plugin id>
    

    .

    Looks like this ad network doesn't have its own Cordova plugin, it only needs cordova-plugin-device to detect device state. So maybe the lib can work without it. Or maybe you can add this plugin to config files after exporting and then continue building the project with Construct Build Service.

  • You can use an invisible large sprite with Drag&Drop behavior as a parent object for the entire skeleton. In "On drag start" event check if touch is touching any part of the body, if not - use "Drop" action to cancel dragging.

  • Are you using Drag&Drop behavior? You can make the Body sprite larger by adding transparent space to it, and expand its collision polygon. (Don't add Drag&Drop to arms and legs)

  • You can't, unfortunately. The object with the lowest UID will be selected.

  • Not sure what happened, but loading PNG stopped working for me. When I click "Load" icon or choose "Import frames from files", then select PNG images - nothing happens. JPG images work fine.

    This seems to affect Chrome only.

    I see this error in the console log:

    projectResources.js:1775 TypeError: Cannot read property 'sg' of undefined
     at new e.SHc (projectResources.js:2027)
     at Function.d.l (main.js:291)
     at Function.h.Wb.vfb (projectResources.js:1874)
     at k.RHc.a4 (projectResources.js:1775)
    

    .

    SOLVED! "Enable experimental features" setting was causing this.

  • The best solution would be finding someone who could make an addon.

    If you want to do this with JS, you can try adding their script to the project, set its purpose to "Import for events". Then call its functions from the event sheet, for example showBanner()

    You may need to call onDeviceReady() function directly to initialize the API, I don't know if the event listener will work in C3 game.

    This will be difficult to test, because you'll have to build the app every time with this cordova plugin, it won't work in preview. If you are testing on Android, I suggest collecting logcat logs to check for console and error messages.

  • Is this a multiplayer game? If the dot speed depends on the display frequency, make sure to select "Framerate mode=V-Synced" in project properties.

  • hugone I doubt Eren would be able to help - this seems like a limitation of the JS library that I used, it's pretty basic. If you need a more advanced/accurate barcode reader, you'll have to use some other library.

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  • Some of these addons (Board, Chess ect.) are pretty big and complex, I'm guessing the project heavily relies on them and will not work without them. Eren ported many of Rex's addons, you can check them here:

    github.com/erenertugrul/construct-plugins/tree/master/ported_plugins

    But if you can't find some of the addons, then you are out of luck.

  • So the question now is how to make the cyan square move framerate independent.

    Since TileMovement doesn't like being interrupted like this, I would probably remove this behavior and move the sprite (or just a pair of variables) with events. This way you can make sure it's framerate independent.

  • Not sure I understand your question. Event 7 will start after events 5 and 6 have finished.

    What will happen if for some placeholder Blue=Red? It will not be destroyed and this whole loop #2 will continue executing on every tick. You probably need to reset Blue and Red variables at the start of it.

  • You need to change HasMoved variable to 1 for the selected player in each turn. This will prevent it from being selected in the next turn.

    And after all players have moved and a new round begins - reset HasMoved to 0 for all players.

  • Same way - set Blue variable to Blue.pickedCount

    .

    If you have multiple placeholders and want to count their blue neighbors, then yes, you need to do this in For Each loop.