part12studios's Recent Forum Activity

  • 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

  • Yea I was following the original (outdated) Scirra Facebook tutorial which left me very uncertain. I didn't realize someone had made an updated tutorial. That reminds me.. I should probably make one for Tizen, because some gotcha's are in there too, I'm just waiting for the C2 app I submitted to be 100% approved to be sure everything I did was right

    yea I understand your reasoning though. Unity isn't providing an index.html and they even have a special unity condition in the setup so you know facebook has made a very deliberate effort to insure it's psosible

    Ubivis no i hadn't and that was just the thing I needed! basically i didn't know I had to do a link like this:

    Canvas URL

    http://dl.dropboxusercontent.com/u/6999 ... x.html?%2F

    and

    Secure Canvas URL

    https://dl.dropboxusercontent.com/u/699 ... x.html?%2F

    the ? at the end... also oddly enough it automatically added the "%2F" at the end of both when I saved them

    Also I didn't know about putting the App ID in the game properties in C2, which makes sense to validate the app.

    behold! https://apps.facebook.com/voidergame/ lol <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> thanks everyone for your input on this. Its always this intense race to get things working right the first time then life gets much easier to roll out future games..

    Thanks!

    Caleb

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  • Hi there,

    I have a project (several actually) that I'm trying to get on facebook. I'm using dropbox (for now) as a SSL solution to test out some things. I plan on getting a real host eventually, but for now DB should be fine.

    https://www.facebook.com/beeactivegame this is the game and it should work but it doesn't.

    I point to https://dl.dropboxusercontent.com/u/699 ... index.html

    there seems to be something blocking the file from working. Has anyone come across this before?

    I know that db can be used for hosting a game because this was done by a buddy of mine with unity and it's hosted on db as well https://apps.facebook.com/rogerdodgerga ... &ref=br_tf

    Thanks,

    Caleb

  • Hi there,

    I have a game I'm working on with someone that has a simple mechanic in theory, but it's proving to be very challenging for me in C2.. imagine a rainbow spectrum of blocks that are on a screen.

    red>--<orange>--<yellow>--<green>--<blue>--<indigo>--<violet

    what I would want is each block is attracted to the color(s) next to it, but repulsed by the others... so:

    orange would stick to red and yellow.. but any other color would be repulsed.. and so on..

    I saw some posts on this but they were dealing with platformers and generally from what i could tell "one way" thinking.. in my case it would be more like a top down perspective where gravity is 0.. not downward..

    Any tips / leads on this would be super appreciated.

    Thanks!

    Caleb

  • So this was solved. It was an error on my part. I had followed some other instructions incorrectly, so the solution was to delete the submission and resubmit the app using the right stuff. Thanks!

  • also I realize now that the error that rejected the app wasn't the round icon.. it was a failure to install, but the game runs fine in the emulator so I'm not sure what I can do since I don't have a test phone (does anyone?) to try it out with, but even a real phone wouldn't help me understand why it's failing to install. The game is under 1mb.. so it's not a memory thing..

  • Hi there,

    I got an app to submit fine, but it got rejected over something silly.. The round Icon.. so I fixed that and went to submit the change, but got rejected over some ID issue. the round icon, or rather lack of it..

    So I promptly fixed that and went to recompile the project in the Tizen SDK. That all goes fine but when I go to upload the WGT, I get this error

    I didn't change anything except the icon graphic. I opened it up to update the icon and compile.

    <tizen:application id="OCOLBHVmnb.Voider" package="OCOLBHVmnb" required_version="2.2"/>

    I don't know what that OCOLBHV is. Is it some personal ID? I don't remember this value.. I tried replacing it with my normal com.part12studios.voider but that didn't fix anything.

    Thanks,

    Caleb

  • Oh man that was totally ! I'm going to throw that out on the tizen tutorial page to be sure others know about it if it isn't out there already!

    Thanks a ton. Yann wins the internets today

    Yann

    Sincerely,

    Caleb

  • Hmmm tricky.. I'm actually curious about how to do a match 3 game (which is how i found this post)..

    You could possibly use some kind of json data.. imagine defining a grid with text.

    Something like:

    1 1 1 1 1 1

    1 1 1 1 1 1

    1 1 1 1 1 1

    1 1 1 1 1 1

    0 1 1 1 1 0

    0 0 1 1 0 0

    I'm not comfortable with json and external data but there have been some good threads on how to get data from a spreadsheet over to C2 through a json import behavior.

    Good luck!

    Caleb

  • I made this demo http://part12studios.com/temp/FredExTrouble2/ to better show what's going on now..

    you can see that there are two blocks.. one on the right is physically on the screen before the layout is run.. the black bar on the left is being created on start of layout..

    both bars are doing their job creating a truck and respective parts, but then once that job is done, the bar on the left (if you click it you will see) moves without effecting the child object (i believe it's a child of the black bar) is not concerned about the parent.. instead it listens to the location of the black bar on the right.

    I thought the parental thing would be established based on which object is instantiating the resulting sub-objects.

    I tried using a container for the truck but when i put the respective other objects that it creates at the time of its creation.. I get a behavior error at the start of the browser.

    Any tips/advice would be welcome.

    Thanks,

    Caleb

  • I've been hacking away at this and I feel like I'm close, but there is something i'm not getting..

    so I'm using the pin feature which works well with a single spawn object.. this object is one i place on the scene before runtime.. note this does not work if I create this object.. which is strange..

    when the spawner starts off it creates a vehicle attachment, this vehicle attachment creates the other objects which are attached to it.. all of this works.. i can move the angle of the spawner and the object moves with it in relative space / positioning..

    however, if I have two of theme on the scene.. only the first one makes all trucks move.. there doesn't seem to be a parent/child relationship between the two spawners and which items each spawner spawns.

    I tried making a container for the truck, but that resulted in some errors.. not sure why, but when i grouped all of them together.. it didn't like it.

    Here is the capx.. https://dl.dropboxusercontent.com/u/699 ... up%29.capx

    I'm really stuck on this.. i have to figure out how to keep these things pinned and relative to each other.. and how to insure various instances of a spawner retain their parent/child relationships so each spawner and it's children operate independently.

    why would an object that is spawned vs being on the stage behave differently? and regardless if there are more than one on stage, only the first one put on the screen is what effects all of them.

    I don't get how to insure they know to only move in relation to their respective spawner.. notice that the truck itself spawns all the pieces correctly.. my assumption is that because a given object "creates" its relatively objects that it becomes the parent, but clearly there is something more going on to this that I don't grasp.

    I almost wonder if this is a time for UDID to come into place, but I've never had luck making use of that.

    Thanks!

    Caleb

  • rexrainbow I'm wondering how I would use this. I have a situation where I'm creating a root object which at start of layout creates a number of pieces relative to the position of the spawner..

    I've used containers before in very limited ways and still find them a by mysterious in terms of how they work even when they did work for me <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://part12studios.com/temp/FredExTrouble1/ click the green box and you'll see the further right it turns the more off everything is, because the spawn location coordinates are global, not relative..

    I just don't know how to give X and Y coordinates relative to another object.. it seems all X and Y coordinates are global.

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part12studios

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