0plus1's Forum Posts

  • It's absolutely possible to make a "real" mobile game on construct2.

    But it requires a great deal of skill right now we are in this position:

    PhoneGap. Possible with a more than average knowledge of obj-c. My new game (that I'm deciding about publishing it with cocoon or PG) is a simple puzzle game (but not static, think tetris) with more than 80 sprites on screen (all moving) and I get around 40fps constant. On my iPhone4 the cpu goes to 99% constant though and that's the only reason for moving away from PhoneGap. Possible? Yes! Hard? Yes.

    To achieve this I optimized both the C2 engine and PG as well, and I can't publish the modification because are made specifically for my game. With the amount of effort I put into making it work I could've easily done it in obj-c.

    Sadly PhoneGap is not ideal for making games, but has the advantage of supporting Game Center and all the plugins for Construct2. But, and I want to stress this, it's possible to publish games with PhoneGap.

    CocconJS. I think that the support that C2 is currently offering is lacking, but this is the way to go. My game runs at constant 60fps with minimal cpu use. The issue here is the lack of a "Game Center solution" and support for anything else plugin wise. But with cocoon it's possible to publish full fledged games with tons of moving sprites and effects.

  • Ashley not webfont, real font embedded in the project, it's in the new version of cocoon

  • austin did you know that cocoonJS now supports "normal" webviews on top of the "special" canvas?

    That could fix all the problems!

  • Does c2 support custom fonts in cocoon?

    Since spritefont doesn't work in cocoon, I saw from the docs that you can have "custom" fonts in coocoon, is this supported by construct2, if so how does it works?

  • Hi, I believe I'm the only one with a Construct2 app currently on the appstore. (Thread on the forums)

    I'm in the process of putting up the new version with Game Center support as well as a new game.

    The sad reality is the mobile situation is hard, very hard and currently I'm stuck with PhoneGap because the alternatives lack proper support (buggy, missing plugin functionality, no gamecenter etc etc).

    I'm open to answer to any questions you guys may have.

  • Thank you very much austin

  • The plugin is not working on cocoonJS

    Error:

    TypeError: 'undefined' is not an object (evaluating 'd.parentNode')

    Is there any way you can test your plugin with cocoon?

    Thanks

  • Guys but are you really discussing the licence cost of awesomium? Has any of you actually has an idea of the costs involved in the development of a game?

    Music, Sprites, Time, Licences (Photoshop is not free..). It all adds up really quickly.. 3k for a licence (especially since you pay only if your revenue was higher than 100k) is a drop in the water..

  • Aioria7 yes, it's possible

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  • austin put the wrong api key, looks like it's working now, thanks

  • austin

    It still won't work (Chrome latest version). Now it doesn't show that error but it still won't login it gets stuck here:

    sending: user instance: false clay.io/api/api.js:1

    Logging in...

  • To all.

    I might be moving away from pg for the simple reason that it overheats the idevices, if I find a way to limit the usage of CPU it could become a viable solution.

  • austin I see also this: game key error - game not found.

    May it be the reason for the other error?

    I tried to publish, but I don't want to prepare everything just for testing, can you help me understand this issue?

    EDIT:

    Prompt login, this error x2:

    Unsafe JavaScript attempt to access frame with URL localhost from frame with URL s-static.ak.facebook.com/connect/xd_arbiter.php Domains, protocols and ports must match.

    xd_arbiter.php:19

    p xd_arbiter.php:19

    j.create.whenReady xd_arbiter.php:19

    r.register.init xd_arbiter.php:24

    r.create xd_arbiter.php:24

    (anonymous function) xd_arbiter.php:19

    j xd_arbiter.php:18

    (anonymous function)

    As soon as I click login:

    sending: user instance: false api.js:1

    Logging in... api.js:1

    Socket.IO Loading... api.js:1

    Unsafe JavaScript attempt to access frame with URL localhost from frame with URL clay.io/login. Domains, protocols and ports must match.

    socket.io.js:2

    (anonymous function) socket.io.js:2

    E socket.io.js:2

    D socket.io.js:2

    A

  • austin, also:

    Unsafe JavaScript attempt to access frame with URL localhost from frame with URL clay.io/login. Domains, protocols and ports must match.

    This clearly means that is unusable on a native application..

  • austin I'm really liking your solution, for a game that I'll publish on the appstore.

    I was wondering if anybody was able to publish with the clay.io integration to the appstore, to be clear, does it conform to the apple guidelines (for example does it check for an available internet connection before asking for login or posting stuff?).

    Also is there any way to disable the several console.log(); in the code, apart from creating problems to browsers other than chrome/ff is not certainly the best for a "native" iOS game.

    Thanks