part12studios's Forum Posts

  • awesome! that's perfect. I knew there had to be more to this plugin than just the one default font.

    Thanks!

    Caleb

  • Hi everyone,

    So I have music (wavs) that I have edited that loop perfectly.. however i realize that often music likes to be compressed into mp3 and other formats that don't loop seamlessly..

    My latest build with Crosswalk experiences a slight (but very jarring) hiccup when looping. iOS by way of Ejecta is near flawless (certainly not jarring), so I'm just wondering if there are any options for publishing for Android that would allow a smooth looping audio clip?

    I know mp3 is definitely flawed for looping. I believe ogg is capable of seamless looping.. and i guess m4a (assuming that's what iOS uses).

    are there any options to address this? it feels very unprofessional / cheap to have such a simple problem occur breaking the flow of the game.. the one workaround i might explore is making the songs loop longer, but this comes at a cost of making the game much larger.

    Any tips / advice appreciated.

    Thanks!

    Caleb

  • Hi everyone,

    I'm using sprite fonts in my latest game, but needless to say the readability of them can be somewhat lacking..

    also color variety would be awesome to have as well. I was just wondering if anyone made any interesting alternative font graphics. it seems like you can scale the size of them which is cool.

    before i go and do some of my own I thought I'd check with folks to make sure I'm not reinventing the wheel.

    Thanks,

    Caleb

  • bump, this seems like it would be a very serious issue anyone could face if they want to update an app on the google market or possibly any other android market for that matter..

    my understanding is the keystore file is much like the mobileprovision seen in iOS apps.. this is unique to the app and I'm concerned that the keystore in each new build is not

    I know under the "Application title" you put package name.. perhaps this is what is used to generate the keystore and thus it is constant as long as this package name doesn't change. Is this what others have experienced? Has anyone else posted an update?

    I just want to be sure I understand this before I upload something to the store and hit a problem doing an update.

  • oh thanks! you just fixed the issue.. i thought there was something more too it but couldn't remember.. use *60.. very important

  • ah cool i was thinking about using dt.. but hadn't gotten around to it.. I'll try that out!

    Thanks,

    Caleb

  • Hi everyone,

    I am doing a pause function that I want to freeze everything in place. In the past Time Scale set to 0.0 did the trick, but this time I'm noticing that several things continue to move (things that are driven by every tick) such as "Pollution.X-5".

    Any reason why some objects would keep moving? I am using tweenlite in some cases, but those are not the problem.. its definitely things motivated by "per tick" actions

    you can see the pause problem here http://part12studios.com/temp/BeeGood5/

    Thanks!

    Caleb

  • awesome thanks!

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  • oh wow didn't even think about that being an issue! Thanks for pointing that out. that's a shame, but I can work around that. The app's fundraising power was secondary. It can still serve it's purpose with out it. I just thought it would be a nice feature to add.. and give me a good reason to finall figure out how the IAP system works

    That's cool that the IAP object acts as a kind of catch all for each store. I imagine there are specific tutorials for each of the mentioned supported platforms as well. i'll definitely dig into that (but not for this app!)

    Thanks!

    Caleb

  • Hi everyone,

    So I have a game I'm making that I want to be used as a "game for good". This will be meant to do two things:

    1. raise awareness of bees and dangers they face

    2. raise money for a non profit audubon society

    So my plan is to make this game for iOS, Android, Windows 8, Windows Phone 8. I have experience reaching all of these platform, but what I haven't done before is doing IAP with C2..

    I know there is the "IAP" plugin for C2.. but what does that work with? Is it a cross platform IAP system?

    I'm working under a very tight timeline in order to have the game ready in time for respective app stores (iOS being the longest to get approved) so I'd like to be able to reuse as much IAP dev time as possible.

    I'm looking to use Ejecta for iOS, how would I access IAP through that? Or is that possible yet? I see the ejecta object has iad support.. and some other things (game center i assume)

    Thanks!

    Caleb

  • I'm confused about this. In the past using GameSalad I had to generate a keystore through the terminal (was done on mac). This created a custom keystore that I would use to sign my app.

    It seems that Intel manages the keystore with each build, but is that keystore unique to each build? how does it know because my concern is if I upload an app with one keystore and do an update with a new build that has it's own unique keystore, then I'm pretty sure Google Play and likely others will reject it.

    I thought someone here had experienced a similar issue on the forums but couldn't find the post. Does anyone know how this really works? I have a game that's ready to publish, but I want to be sure I'm doing it right.

    Thanks!

    Caleb

  • http://i.imgur.com/aeHDm85.png try this setting under project properties.. i came across this.. it seems to remove any "burring" that occurs from AA, which normally is desirable, but not in the case of retro looks..

  • http://i.imgur.com/aeHDm85.png try this setting under project properties.. i came across this.. it seems to remove any "burring" that occurs from AA, which normally is desirable, but not in the case of retro looks..

  • newt the jiggle is gone, but i also see we can do any kind of drag/scroll with this.. so it's better, but not perfect

    fongka2 its not about making a game for browser, but really getting the logic to work right. the performance issues i site were only part of the issue.. the bigger problem is the swiping logic (even on PC) not being reliable..

    in general all of the techniques I've tried all resulted in something being less than stellar compared to a mobile browser..

    the first one had issues where when you "grab" the screen to flick it, sometimes you'd get dud flicks..

    the bullet method was nice but it lacks any drag-ability

    So even if I did wrap it with crosswalk or some other wrapper, it doesn't matter if it runs faster on mobile if it doesn't perform consistently.

    I'm still excited to find a solution eventually. i think maybe there is some way to blend the two.. i just haven't figured out how.. in my head the way i see it is to use the drag / snap effect used in the bullet method.. notice how it always returns to the middle so no matter what you do you grab it..

    then using the flick / comparison information of that object, pass it on to the camera like in the first example.. but i'm not sure if that would support drag/scrolling.. flick only is not acceptable.. i just want to find an air tight 1 to 1 comparison to how mobile browsers scroll

  • Ok so I put some simple constraints on that demo, but i'm noticing something undesirable that occurs on this demo.. if you drag and pull (not swipe) it does a kind of jerky dance till you let go.. so it seems like ther emight need to be some other method or approach to how the scroll happens while finger is touching and then on release the bullet effect works nicely...

    http://part12studios.com/temp/ScrollTest1/ original..

    http://part12studios.com/temp/ScrollTest4/ this one was optimized for web (just made the images small so they would load faster and i put some constraints on it to keep the crosshair from leaving the screen..

    unfortunately both suffer from the jerking effect.. here is the optimized version I made https://www.dropbox.com/s/320zqfihyvb8b ... Test3.capx