dop2000's Recent Forum Activity

  • I am not sure I understand your issue as the link you posted doesn't work, but you can try Pin+ addon:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-pin-123766/page-5

  • You can try manually copying and editing json files, but this is a complex task.

    It's possible to work in collaboration on one project, see these tutorials:

    construct.net/en/tutorials/collaborate-projects-github-643

    construct.net/en/tutorials/collaborate-projects-svn-321

  • It depends - where do you have these 100 images? are they all in one sprite (as frames/animations), or multiple sprites, or do you load them from web in runtime?

    If you have one sprite with 100 frames, there is nothing you can do, the whole sprite will be loaded on layout start. If you have 100 separate sprites, you can create them as user scrolls down.

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  • If you need to save it as a file, use "Browser invoke download", but it may open "Save as" dialog. Or you can save it silently to disk with NWJS plugin.

    Saving to local storage is also possible, but of course this will be hidden from the user.

  • I'm pretty sure "Wait for signal" works the same way. It will not pause loop execution, the loop will still be completed immediately in one tick. But all actions inside the loop which are below "wait" action will be delayed and executed later when they receive the signal.

    Basically, if in other languages you have this code:

    For i=0 to 4 {
    	Create object
    	Delay 2 seconds
    }
    Display message "5 objects have been created!"
    

    In Construct you need to do this:

    Repeat 5 times
    	Wait 2*loopindex
    	Create object
    
    Wait 10 seconds
    Display message "5 objects have been created!"
    
  • That's because everything above the "Wait" action in the loop is actually executed in one tick. So first ShellX and ShellY are changed 3 times, and this happens immediately. After about 0.5 seconds your explosions are created and they use the same last values of ShellX and ShellY.

    There are several ways to fix this. I would probably do this:

    Add shadow and explosion to the same container. Set explosion sprite invisible by default. Spawn shadows (explosions will be created automatically). After a wait set explosion visible - it will appear at the same position as its shadow.

  • OhhBaby , Thanks, I'll try, but as I understand, this will only log standard events, I also need custom events...

    EDIT: managed to send custom events using Browser Exec Javascript "facebookConnectPlugin.logEvent('event_name');"

    Thank you for this tip!

  • I tried all latest versions. 1.41 and 1.42 show black screen and 5.0.X versions just crash..

    Thank you for explaining the issue, let's hope you find a solution one day.

    By the way, I think it's possible to use C3 build service. You need to export to Cordova, then edit config.json like this:

    "plugins": [
    {
    	"id": "cordova-plugin-facebook4",
    	"version": null,
    	"variables": [["APP_ID", "1231232132"], ["APP_NAME", "My App"], ["FACEBOOK_ANDROID_SDK_VERSION", "4.40.0"]]
    },
    
    

    Then use C3 Export Manager to build an apk. The result is pretty much identical to what you get with Cordova CLI.

  • Yeah, I've seen your bug report yesterday. Are you saying that SDK version 4.40.4 should still work? The problem is that I can't build with this particular version. I tried many others though - 4.35.0, 4.36.0, 4.38.0, 4.40.0, 4.41.0

  • Thanks, —

    I was really hoping there was a solution.. Do you know if there is any other way to implement FB analytics in runtime3 game for Android?

    Enhance doesn't support runtime3 and I couldn't find any other addons. It's a shame really, most mobile publishers require analytics, Scirra should really address this issue asap!

  • OhhBaby I tried many different versions from 4.26.0 to 4.40.0, all resulting in black screen. Tested version 4.41.0 just now - same problem.

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dop2000

Member since 26 May, 2016

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