Help! Need Exporting to iOS! (Memory Issues)

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Game with complete Source-Code (Construct 3 / .c3p) + HTML5 Exported.
  • Hi I can't export my game to iOS. Can someone help me out? <img src="smileys/smiley19.gif" border="0" align="middle" />

    The plugins I used are Zsorter, container and function.

    The Exporters I tried are XDK and Cocoonjs.

    The devices I tried are iPad 2 and iPad 1.

    The IDEs are xcode5.02.

    The Node-webkit version, crosswalk android and html5 version are fine.

    Since phonegap has 15mb limited, i didn't try it.

    I have update to the newest version (158). I used personal license.

    <img src="https://dl.dropboxusercontent.com/u/119481289/2.png" border="0" />

    Here is the capx link

    [trying the remove buttons method now]

    Android Exported

    dl.dropboxusercontent.com/u/119481289/Infinities.android.crosswalk.arm.20140117160337.apk

  • hey mate, is that your whole, publish ready game file as capx? this is a great community, but its so dangerous what you are doing. did you publish it somewhere already to prove that youre the owner? Better remove the link, offer a demo, and when someone wants to help you, send them the whole game link.

  • Don't send a CAPX for everyone to get on an unpublished non-copyrighted game in development. It is best you talk to Scirra or Ludei directly.

  • Thanks mate! Don't worry, the game is still in development. And here is what Scirra say.

    3. Make an attempt yourself first. Provide a .capx of something you tried. This shows you made an effort, proving that you're not using us as a make-your-game-for-you service, and helps convey what you're trying to do as well.

    scirra.com/forum/tips-for-posting-in-the-how-do-i-forum_topic44506.html

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  • so what is wrong? export failed? error? or crash on your device?

    have you tried cocoonjs launcher before?

    i doubt your device is powerful enough to run ur game

  • I don't think cocoonJS supports buttons or text boxes.

  • I tried the cocoonjs launcher and standalone cocoonjs compiled xcodeproj. Both result in blackscreen or auto quit after loading the ludei logo.

    The performance on my Android device is real bad, but still run. I expect to see the same in iPad instead of freezing or autoquit.

    I did include buttons and text boxes in background. Maybe that's the issues. Let me try.

  • For CocoonJS you can't use any HTML DOM objects. Stick to SpriteFonts and make your own bits. Using Touch Object Sprite called button works well for buttons.

    XDK for IOS uses PhoneGap. Don't use either. Stick with CJS or make the effort to use Ejecta.

    You can also check the logs in CJS to find out what is causing the problem.

  • I was wondering, how is the performance of Ejecta games?

    Would a game without physics be able to run normally?

  • I was wondering, how is the performance of Ejecta games?

    Would a game without physics be able to run normally?

    i have problem with ejecta about a month ago, black screen, and audio problem, not sure about now

  • Also on a side note, you have an automatic copyright on any content you create, you just have to be able to prove you created it to begin with which having the original source files and images should do. But to be safe I would still copyright it.

  • Just finished a couple testing. This is not about the buttons/spritefont issues. The autoquit is due to the resources overload. The initial loading of memory is 158mb. I simply need dynamic loading in game to resolve this problem.

    For the copyright, no need to worry. If my game is small potato, no one will care about it. If it becomes famous, big name will sue you with any reason.

  • Find the answer on this thread

    scirra.com/forum/memory-use-huge-problem-for-large-games-on-mobile_topic64424_page1.html

    Can't do anything on C2 side, it's wrapper issue. They just preload every layout without doing dynamic loading. The 100mb limited from iOS is even sucks. Not much I can do now. This game'll stick with android. I'll keep in mind to make a less sprite/sound game next time.

  • Find the answer on this thread

    http://www.scirra.com/forum/memory-use-huge-problem-for-large-games-on-mobile_topic64424_page1.html

    Can't do anything on C2 side, it's wrapper issue. They just preload every layout without doing dynamic loading. The 100mb limited from iOS is even sucks. Not much I can do now. This game'll stick with android. I'll keep in mind to make a less sprite/sound game next time.

    iOS limits to 100mb memory for apps? Wow thats HOPELESS for CocoonJS now.. unless we all do pixel art games.

  • supersnow

    There is no official RAM usage limit on iOs.

    The 100Mb limit mentioned before is referred to as the maximum app file size.

    Here's a link with an empirical calculation of the memory budget for any iOS device.

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