part12studios's Forum Posts

  • very cool, i was able to test a build on android today and that worked.. the login popup was a bit large though and difficult to log into because the password appears behind the keyboard on my Galaxy S4.. will have to install the fb app to see if having that installed makes authenticating easier.

    unfortunately with iOS, i'm currently getting a black screen when I load though, but i'm testing out some stuff to see if it's something else causing the hangup.. and it seems that the clay.io plugin is causing the problem. as soon as I removed the clay.io plugin, the app worked again.. Now to try and update the plugin to be 100% sure I have the latest one.

    GoGugutiGames what do you mean by win8 local system? what fails to work exactly? I publish to WIn8/WP8 and 8.1 so I'm definitely interested in knowing why it doesn't jive..

  • PixelRebirth hey I was just curious about the expression comment you made before to get modal stuff to work. How exactly would I call on that expression. I'm having trouble figuring out how i would access this by expression..

    I've been working on Clay.IO a bunch today and it's going pretty well though I am having some trouble getting it to fire off when certain events happen.. like "fetch achievements". I was wanting to add a "loading" text behind the popup for slower connections so they know something is going on.. but it isn't working for me. I'm wondering if using expressions might give me better results.

    Thanks!

    Caleb

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  • Hi there,

    I floundered a bit getting twitter for C2 to work with the standard C2 Twitter object, which I understand is in beta testing right now, thus its' not really official yet.. so I'm

    I've posted a similar question before about Clay.IO in general, but I want to be more specific this time. My hope/dream is that clay works across all platforms.. WP8.. Android... IOS.. .etc..

    I feel comfortable now making games reach lots of platforms for web and mobile, but the real mystery now is questioning if there is true cross platform solution for social features.. leaderboards.. etc.. i know there are some solutions out there like game center and google play's thing.. but these tend to be still pretty limited.. not supporting everything but only 1-2 platforms..

    On a side note, my intention of doing this will not just be for me. I want to make a very clear and thorough tutorial for the community compiling what I learn about the down and dirty truth about making games with whatever tech is out there that is as cross platform as possible.

    Thanks,

    Caleb

  • oh yea i see what you mean.. i guess that does make sense... but yea if that is what he's proposing I'd be concerned about the same things.

    Regardless I'm sure some value could come from knowing how he does it.

    I also just learned that Twitter is in beta, so it's not in the manual.. though I don't agree with that exactly.. at least have an beta chapter of the manual so we can still find out exactly what does what.. sure i can see official tutorials lacking since things would likely change / improve before going over as a stable feature.. but yea knowing it's not official, I may actually start looking at how to publish to facebook and if it's possible to post to facebook from C2 mobile apps. My partner (real coder) has a lot of fb experience isn't sure C2 has the means to get all the token/authentication stuff.. I'm hoping he's wrong.

    The other thing is to try (again) with Clay.IO It seems like an INCREDIBLE platform to cover all the bases.. and maybe even be truly cross platform, but last time i checked a few months back it seemed like virtually no one is actually using it with C2.. which is concerning. You would think a plugin like this would solve so many things.. leaderboards.. achievements... IAP.. facebook... twitter... etc..

  • hmm that's unfortunate, since it seems like if it's in beta they could still outline stuff enough to have people try it right? I could understand not giving official tutorials though.. that is understandable since things would likely change, but it would still be nice to know what things are.

    Still E Bear, thanks for the insight! I didn't realize twitter was in beta. d

  • Hi there,

    I was looking through the manual to get a breakdown of what all of the events and behaviors really mean. I see there is one for Facebook. Something similar I would think should be there for twitter. IIRC it's a standard plugin, not one I had to go seek out. Is there something out there I'm not seeing in the manual?

    Thanks,

    Caleb

  • MrGoatsnake thanks, i have a better version to push soon for various android.. i refined the touch controls.. before especially on my iphone 4s.. you had to really touch the light perfect to grab it.. now its waaaay easier to grab.. while still having the collision of the wall be more forgiving and easier to grab the voids and lights..

    i'm curious about that guys comment on the tutorial about doing things more object oriented.

  • MrGoatsnake thanks for the offer. right now i'm just testing local, but you reminded me i should try online and in that situation it doesn't lock up.. i'm testing twitter on a simpler game for now http://part12studios.com/temp/VoiderTwitter/

    you should see the twitter post link when the game over popup concerned.. i had to add the game over popup so it needs a little more work though.. but yea once i get this game working I'll get twitter in Bee Active next.

    I was holding off testing twitter on all the other platforms until i knew I at least had the web version working perfectly. Not sure I'll have much time today to fix it but it seems interesting that twitter will post a full message the first time, but the 2nd time it just displays "Text".. so something must need to be reset or something..

    I'll probably test android next once i know the web version is working. I'm just testing on Chrome right now, but naturally testing on other major browsers will be important.

    My goal in figuring out twitter is to offer a grand twitter tutorial that really explains it for all platforms. It seems like the twitter tutorials out there on the Scirra site are all pretty narrow in scope.

  • MrGoatsnake will do.. not getting any help on the twitter issue though just yet. might have to bump it for a few days till someone sees it. I really don't get why the app would fail to respond after the twitter thing plugs in.

    The big question once I get this hangup issue resolved, is simply, how will the twitter post appear in a mobile app (if at all).

  • Hi there,

    I've got twitter working in one of my games in my testing, but each time it pops up a popup, the game itself seems to have frozen. I can click buttons and hear sound, but other than that, they don't reset layout or change scenes.. any idea what could be going on?

    it doesn't matter if i successfully post or just close the popup.. same locked up result

    Thanks,

    Caleb

  • Hi everyone,

    I'm super excited about twitter working. That example above totally helped me understand how to get it working in my game, but I'm having a problem.

    When the twitter button is clicked and displays things correctly, when the window goes away, either by me clicking it to post or even just closing it without posting, the game itself refuses to respond.. i can hear sound of clicking, but no actual actions.. does time scale go to 0 or something?

    Thanks

    Caleb

  • MrGoatsnake thanks yea I'm trying this out to see how much impact it can make.

    The next big thing i'm working on is incorporating twitter and facebook into it to help spread the word.. I almost have Twitter figured out, just have to figure out why when I activate twitter, i can't click anything back in the game once the popup has happened..

  • awesome thanks! jaketakelake

  • Hi there,

    So I've been working hard on some games, getting good at reaching lots of platforms and all that, but now it's time to start learning on social media to help promote the games.

    I did some searching on forums and tutorials here, but it seems like maybe there are some pitfalls, gotchas or other concerns.

    I saw this example but this seems to be a kind of popup example, not a normal web page when I run it.. i don't think popups work in a mobile app..

    So I'm just wondering if anyone out there can give a nice breakdown (Big Picture) of twitter across various platforms with C2.. is it something that should only be used in web where popups are enabled? or can this same twitter example work fine in a mobile app? I'm publishing too:

    web, kongregate, chrome store, ios, google play, amazon, nook, windows 8, windows phone 8..

    obviously with so many platforms I'd like to know if i can do twitter once and it work everywhere, or is it something that has to be wired up special in each situation?

    Thanks!

    Caleb

  • For anyone interested in publishing to the Ouya, I'm happy to report I'm getting very close to getting something on the store. I've been working with a developer working for Ouya over the last week. This has been a serious process but once it's done soon, we may have a good system. I'm starting another thread to get some help regarding mobile browser.

    Long story short, I'm running a custom 47gb ubuntu VM (using VMWare player) to develop Chromium apps. I've been working on this for a number of hours each day with Ouya to make this a reality. I've learned more about ubuntu and android development than I ever thought I'd need to know, but fortunately once it's done the process for doing it over is going to go much smoother.. Eventually the plan will be to automate it, but for now it's going to be manual..

    We have a little more to do early next week to make an acceptable APK. This is without IAP so that means you could either make an app paid with no demo, or a 100% free app.

    However, we plan on moving into IAP right after that because I would like any paid games have a demo, or maybe a currency someday..

    Thanks,

    Caleb