part12studios's Forum Posts

  • Ok so digging a little more, it just seems like the problem I'm trying to work through is this..

    I have found a solution, but I'm not happy with it because I think I'm just not getting something right..

    So what I found I had to do was at start of layout, set a global variable of the spawners current angle.. then i set the angle of the spawner to 0.. then i create the respective container objects so they are lined up properly with the spawner then quickly set the angle of the spawner to the global variable..

    this relies on some timers to wait for things to fire off in time so I'm a little concerned the logic might crack if a given device chokes for any given reason. i can't help but think there is a better way.

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  • Hi there,

    I have run into this a few times and I could use some help on this once and for all. what i have is a base object that I want to face any direction. whatever direction this is facing creates an object offset and in that direction. below shows what I have that works

    however, if i take away that set angle to random and just turn the object to any angle on the screen.. the object insists on spawning vertical at angle 0..

    so what is happening is when this "set angle" action is fired off, then the created object (truck) respects the spawners angle and works great, but nothing I've tried seems to get the created object to simply honor the spawners actual position.

    I'm sure this is super simple, but I can't seem to find what that solution is. I just want the created object to go according to the actual angle of the spawner, not require some scripted position, because I will be doing a lot of level design and testing which would be easiest if I can just move my spawners around and set whatever angle in the layout and those positions work.

    I have several complicated ideas that may or may not work, but I suspect there is something much more simple here I can try.

    Thanks!

    Caleb

  • that's way cool to hear, though i'm definitely one of those people that would require it be a C2 plugin to make good use of it. anything outside of that would be outside of my skill level.

    but regardless I can totally live without those other features starting out. things can be internal also, like achievements and such, but obviously not as powerful as being able to share them with steam friends.. the big thing is just making sure something can actually make it to the store and not get rejected.

    Yes of course greenlight is another concern as well, but seeing the sheer number of games being released now, it seems the bar is getting lower for whatever reason. I know a number of developers here in Boston who are on steam now through early access.

    Thanks!

    Caleb

  • ok cool so you CAN just make an EXE and list it.

    but it seems there is no steam plugin right? I couldn't find anything in my googling.

    I'm surprised there isn't official steam support as an export option and/or behavior/plugin support to leverage that, but regardless it's great to hear it's possible to get something on steam!

  • I was reading this article http://www.develop-online.net/news/upda ... am/0194370 and it got me wondering how possible is it to reach steam with a C2 game?

    I imagine that there is some kind of API that steam provides developers and I don't see steam export as an option. However I realize NodeJS let's us make a proper EXE / APP file, but I imagine Steam requires more than you just uploading an EXE file.

    Has anyone published to Steam with C2?

    Thanks,

    Caleb

  • Yea reading this article http://www.develop-online.net/news/upda ... am/0194370 got me thinking what if C2 could be used through steam. I did not buy my C2 license through steam, in fact I didn't know C2 was available on steam, but yes I think it would be very very cool to be able to access the steam community when developing a C2 game that would ultimately be something targeted for Steam.

    Slightly off topic, but Is it even possible for a C2 game to be officially integrated into Steam like any other PC/Mac app? It would be great to know.

    Thanks!

    Caleb

  • well that's true I suppose, but reading it literally, I see it says "to navigate and view web pages". An iFrame would not allow you to get to anything except what I want them to get too. It would have no address bar. it would only go to a specific URL which means they can view, but not navigate. A more games page would only give links directly to the app store.

    However I do see how someone could technically make a say... kids app pointing to and then be a creep and swap out that pageforkids page which was one puppys and kittens and replace it with something unsavory..

    ----

    So I think that it will work IF I can bring up a URL that has no address bar. Something that prevents the user from seeing anything but what I link too (baked into the app). I want to at least try and see what happens. Worse case is that they reject it.

    So it goes back to the question. Is it possible (through ejecta/cocoonjs) to view a web page in the app without just summoning an external browser? I realize that phone gap can do it from what I've researched about leadbolt, however until iOS8 is out it seems that phone gap is going to continue to be undesirable because of performance concerns.

  • so yea after some testing I see that iOS locks up when I go to a layout that has the pode iFrame in it. So this isn't going to be a good solution, unless someone knows if there is something I can do

    I'm using Ejecta.. Perhaps I should try CocoonJS.. I'm not doing anything fancy like IAP or game center/leaderboard stuff (though I have plans to try eventually)

    Thanks!

    Caleb

  • I did a little more digging around with this new update and seeing that Twitter has passed to become officially supported and documented as well as exploring leadbolt I came across the iframe plugin which I wasn't aware of previously.

    This should pretty much get the job done I believe. I can simply make a new layout that would display an iframe, although if this isn't something that works for mobile or other gotcha's that anyone reading this knows I'd love to find out before I get too deep into this

    this is the plugin I found / installed. SO far it seems to work well at least on chrome, but I haven't tried wrapping anything for mobile yet.

    Thanks!

    Caleb

  • I just learned about this plugin my self and will be testing it out this week. I'm very interested in it. I'll get back with you if I can confirm the issue.

  • exactly. I want to know how I can do that, if it's even possible. I want the user to stay inside my app but be able to see real URLs.

    For example a "more games" page on my web site can be updated on the fly and users who visit it will see the latest info rather than me baking in the information to a layout which would require updates any time i make a new game..

    when i use the "go to" browser action it opens an external browser which = 17+ for iOS no matter what else I mark.

    Really this issue seems to be isolated to iOS, but it's a significant platform so I'm looking to find a solution if there is one.

    My latest build has been modified avoid this 17+ mark by removing any "go to" actions and simply tell people to go to a URL, but we all know this is going to be much less effective than allowing them to surf to the location in their browser at that moment with a simple click.

  • Ashley well the issue is that when I go to submit the app to the app store for iOS they ask in the rating system if my app takes the user to an open browser..

    I have no problem with this functionality. I think it's great. like you said, people can bookmark and all that..

    however when you say yes to this question it instantly makes your rating 17+ the game I'm working on is a game for all ages. I'm concerned that I'll lose installs if I users see a big "are you 17 or older?" which could smack of malware or other shady activities in my 100% harmless little free game.

    my hope would be that maybe there is a way to open an HTML page inside of C2 as a kind of "in app" browser. I still want to point to a specific URL on my web site, but I don't care if they can't navigate out of that page.. hide the address bar or other efforts to render the browser only good for one page.

    Thanks

    Caleb

  • Hi there,

    So at some point I guess iOS changed something where if you have a url in your game that opens a browser, it means the app is automatically 17+

    In the past I used to do a "more games" feature which simply went to a hidden page on my web site

    http://part12studios.com/moregames/

    So my question is how can I perhaps bring up a web page inside of C2 without opening an external browser?

    I realize I could just make a more games type page in a layout and that's fine, but the reason I like it pointing to something external is that as I add new games, the list would update automatically, not be something I have to push updates to every platform for every game each time I want to add a new game to the list.

    Thanks!

    Caleb

  • So doing a little more testing.. I realize it was something else.. i had my videos in the first version lower case.. the newer version videos were capitalized.. when i made the newer videos lower case.. removed the old ones and re-imported them as lower case versions they worked.. so there you have it.. heh.

    http://part12studios.com/temp/Video_Test7/

    Thanks!

    Caleb

  • This is great, thanks for the video bugs capx.. that helped me get really far with a test project http://part12studios.com/temp/Video_Test3/

    I set up the mimes as documented and the game runs fine local.. even before the mines I had some working roughs working before this version.. but the clip were maybe about 1/3 the size. Here is an example of one that's working http://part12studios.com/temp/Video_Test2/ this one never gave me any trouble.. the other

    So how do "preload" video? I know I can do a preload and preload complete with the audio object.. is there something similar for video? I would just want to be sure that the player cannot proceed until the video(s) are done downloading..

    Thanks

    Caleb