Rable's Forum Posts

  • Healer Quest is live on the Google Play Store, and free to download. Also available on the App Store.

    Healer Quest is a parodic RPG in which you only control the healer of a team of adventurers. It focuses on real-time combats in which you have to use your spells wisely in order to keep your allies alive while they are attacking the enemies (thieves, goblins, vampires, trolls, dragons, etc).

    Before the fight starts, choose 4 spells amongst the 18 at your disposal. They are divided into 3 main categories : healings, buffs and mana recovery skills. Each spell can be upgraded on 3 levels by gaining experience points. Try to make your 4 crazy allies use their special attacks, you can trigger each of them in a different situation. You will also have to deal with 8 different abnormal states (confusion, vampirism, poison, paralysation, etc) as well as many unforseen events.

    The game features a humoristic storyline which breaks the 4th wall and contains parodic elements about classical RPGs and MOBAs.

    Game website : http://healerquestgame.com/

    App Store link : http://www.appstore.com/apps/healerquest

    Google Play link : https://play.google.com/store/apps/deta ... mes.healer

  • Hi everyone,

    After nearly one year of develoment, Healer Quest released yesterday on iOS and Android (Google Play Store). It's free and available worldwide, so be sure to take a look. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Article links :

    http://www.gamezebo.com/2015/06/10/heal ... ed-medics/

    http://heavy.com/games/2015/06/healer-q ... ile-games/

    http://playtoko.com/hub/review-healer-q ... udah.6335/ (Indonesian)

    http://www.slidetoplay.com/out-now-healer-quest/

    Healer Quest is a parodic RPG in which you only control the healer of a team of adventurers. It focuses on real-time combats in which you have to use your spells wisely in order to keep your allies alive while they are attacking the enemies (thieves, goblins, vampires, trolls, dragons, etc).

    Before the fight starts, choose 4 spells amongst the 18 at your disposal. They are divided into 3 main categories : healings, buffs and mana recovery skills. Each spell can be upgraded on 3 levels by gaining experience points. Try to make your 4 crazy allies use their special attacks, you can trigger each of them in a different situation. You will also have to deal with 8 different abnormal states (confusion, vampirism, poison, paralysation, etc) as well as many unforseen events.

    The game features a humoristic storyline which breaks the 4th wall and contains parodic elements about classical RPGs and MOBAs.

    Game website : http://healerquestgame.com/

    App Store link : http://www.appstore.com/apps/healerquest

    Google Play link : https://play.google.com/store/apps/deta ... mes.healer

  • Thank you XpMonster and LittleStain for your replies.

    Oh great! I didn't know it was possible to define an object position in regards to the viewport top border! It should do the trick!

    Anchoring bottom of an object to top of the viewport is important because it allows to place a vertical gauge that depletes from top to bottom. If I anchor top to top, the gauge moves as soon as its value change, so that the top is always aligned with the defined point, resulting in the gauge depleting from bottom to top.

    But your trick should be okay, I'll try it tonight! Thanks again!

  • I tried to put scale to 0 and it didn't change anything. My object is still placed at very different places depending on the screen format.

    I don't think anchor will help. For some kind of screen format you will have to change position of objects yourself.

    I politely disagree. I'm using anchors for all the other elements of my HUD and it's working perfectly. Even when I change the format of my screen in real time by stretching a browser window like crazy, everything stays at the correct place. My only problem is that the option to anchor the bottom of an object to the top of the window apparently doesn't exist (why?) so that's it's pretty difficult to place a vertical jauge at the top of the screen in my case.

    You also can add in options of your game customization of the interface, where players will be able to change position and opacity of it or just choose one of templates you've created.

    I won't do this, sorry. I want the HUD to adapt automatically to screen resolution, not asking the player what resolution he plays in. If there is really no way to anchor the bottom of an object to the top of the screen, I'll design my HUD in a different way, but it would be too bad!

  • XpMonster

    Thanks for the reply. Yes it is for an interface (gauge), but defining the parallax to 0,0 produces weird results.

    As it is a mobile game, I created a larger layout in order to fit all screen sizes. So at the beginning of the layout, I'm scrolling down to align the bottom of my window with the bottom of the layout. When using your method, the objects starts moving everywhere on the screen when screen format changes (4/3 and 16/9 gives not the same result). Seems like I'll need an anchor in this case...

    Any other way?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Still need a reply to this. I can't believe there is no way to do it...

  • Hi everyone,

    I would like to anchor the bottom of a sprite to the top of the window, but in "bottom edge" (anchor behavior) there is only "Window bottom" and "none" which are selectionnable. This is weird, as in the "top edge" there is "window top", "window bottom" and "none"

    Is there a way to anchor the bottom of a sprite to the top of the window in another way?

    This is for vertical gauge which origin should be at the bottom.

  • Hi everyone,

    I still had a problem with IAP on Android. One of my beta testers purchased one item from the shop, but didn't receive it. It is a Google-managed product, so he can purchase it only once. If he tries to re-purchase it, it fails.

    To access the shop, the game performs a store listing request and only lauches the shop if it is successful.

    Then as soon as the shop is accessed, the code checks all the purchased items (PhonegapIAP : has product "xxxx") and set values of the global variables accordingly.

    However, it seems like even when accessing the shop, the global variable related to the purchase he made is not set correctly, so I guess Google considers he didn't purchase the product.

    Please note that at least 9 times out of 10, the purchases are performing as they should. It seem to be an exceptionnal bug, but still very ennoying.

    After this, the same user was unable to purchase an other NON-managed by Google product (consumable), which he successfully purchased earlier on.

    I double checked my code and the IAPs IDs and types and everything seems correct.

    Any idea of what the problem could be?

  • Completely agree on platform deployment being the hardest part of game development in Construct 2.

  • ondraayyy

    It should work. Is everything ok with your events? Do you authenticate on the start of layout?

    Maybe re-read the manual refrence entry to see if everything is correct on this side:

    https://www.scirra.com/manual/186/game-center

    Did you try to create events that trigger on auth fails or on auth success, to see whether authentification fails or gets no response at all?

  • From the moment I posted the message, I still don't have Apple's approval yet (it's pending), but I'm confident GC wil work on the build I submitted. At the very least the Leaderboards and achievements are working fine in Sandbox environment (I even can see the scores of the reviewers) so I guess it should be okay.

    Did you try your app in sandbox environment? Does it gives you a message "Welcome back, (...)" when you ask for authetification?

  • Still another question : I've just build my game with only one change : I selected the provisioning profile "production" instead of "adhoc" inside XDK build settings tab.

    However, I didn't change the provisioning file I used. And the build succeeded!

    So in other words, I've been able to build both adhoc and production provisionning profiles with the same file, which is an adhoc file (see image below)

    Could this build be considered a production build, as Intel XDK succeeded to make it, or is it mandatory to use a production provisioning file?

  • On this thread someone said that an adhoc build would be rejected :

    https://devforums.apple.com/message/1105268#1105268

    But I'm quite sure my previous exported game was approved with "adhoc" checked in Intel XDK. Maybe there is something going on in Intel XDK which allow adhoc builds to pass the approval phase? Or my game was reviewed by a n00b reviewer, and he didn't notice it... ^^'

  • Actually I withdrawed the game from the store immediately because IAP weren't working, so I'm not sure about this.

    I think I'll ask Apple about this.

  • Glad it it worked for you too.

    I don't have any errors at the moment. Are you sure you are correctly logged with the sandbox account?