3division's Forum Posts

  • Hi, great plugin.

    Have you tested on mobile using CocoonJS? thanks!

  • yeyyy lots of bugs!

    Well yeah, I tested in a few devices, Galaxy S, SII, Motorola Defy + and Motorola Atrix, and on those worked fine. But I experienced that multi touch lag and freeze. Although the game is quite simple it asks a lot of hardware and even in big phones like SIII sometimes when you kill a lot of bugs it freezes for a moment.

  • Thanks for the artstyle comment! I tried to give it a funny cartoon looking.

  • we worked with cocoonJs, it proved to be the easiest to use and the best performance.

  • Hi Guys I wanted to share with all of you our first Android Game. This is what you all help me do!! hahaha I hope you feel rewarded! :-P

    play.google.com/store/apps/details

  • Ok I need to make a browser call in my game, but Ludei people tell me that Window.open function nor C2 browser object has been implemented yet.

    But they gave me this line to use that will do the trick for now.

    ext.IDTK_APP.makeCall('openURL' , "URL" );

    But I opened the C2runtime.js file to figure out how or where this can be used but it was like reading japanese for the first time for me.

    Can anyone give me a hint on how to use this?.

    Thanks!!

  • I?ve been using all the cloud compilers for Android asociated with C2. The best option working now would be CocoonJS but it still has a few issues.

    It asks the final user all the list of permissions and we can?t edit the manifest list. This is a big problem because it forces us to set the app as "mature". And for a casual game this is a big problem.

    1)-Does anyone know if it?s possible to edit the manifest of the APK once compiled by CocoonJS?.

    2)-Is it to difficult and how?, could we compile a C2 exported project to an APK by our own means? It can be done using "Eclipse" software?.

    Thanks!.

  • Hi, all.

    ikzq I?m having the same issue. Can?t make work the full screen ads.

    My banner adds were working until last night though. But today they wont show up. Do you think this has something to do with the calling times?.

    Because I don?t have any orders yet, I was seeing the Mopub demo Ad only.

    ----------

    For the rest of the guys that are still trying. The process would be something like this:

    1- In C2 project use the Cocoon Ad event.

        If CocoonJs ads are available --- Show ads, etc.

    2- Get a premium account in Ludei. For the moment they are free and if you say you are serious about your project they will give one to you.

    3- Get a MoPub account, fill in your data, create an Ad, you will get an ID code for that Ad.

    4- Once you get Ludei?s premium account you can go to extensions in the cloud compiler.

    5- Paste there the Ad ID code using the JSON code example above.

    6- Validate the code to see if what you put there is ok.

    7- Compile your APK and test it on the mobile. You should see now a Mopub Test add.

    Once you publish your free app, sponsors will notice you and claim ads orders and in time this will produce an income that Mopub will pay through paypal or wire transaction. I?m still stuck in the 5 to 7 point, I managed to see the test ads on my phone but not the full screen ones.

  • Great!

    Yeah, I just did that.

    I used

    "SET TIME SCALE TO 0"

    and in the same event

    "SET OBJECT (BUTTON PAUSE) TIME SCALE TO 1"

    To prevent the pause button to get paused also.

    I also used a boolean toggle value to get the menu on and off and it worked really well.

    What I can?t get to work now is the Exit button from that pause menu. In browser it works perfect. But apparently the "browser" object is not fully supported by CocoonJs. I?m using "BROWSER" -- "CLOSE" Action to exit the application. But is not doing anything on the mobile.

    Does anyone know another way around to do this?.

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  • Hi, I?m trying to make a global button of pause for my game.

    But is not working as I thought it would be.

    Do you use Time scale function for this?. I tried using it and it works but it affects the button too, so it takes a while until it starts again From the pause state.

    I used:

    --Set time scale to 0.01

    --and set time scale to 1.

    If I set on pause time scale to 0, the button gets affected too and I can?t get the game enabled again.

    How did you approach this?

  • Yes this is true, I?m using CocoonJs as a middle bridge.

    And I?m testing in Motorola Defy+ (1ghz CPU and 512Mb of Ram) and Samsung Galaxy Ace (800Mhz Cpu and 278mb of RAM).

    That is a LOT of power.

    I don?t know how can a simple bug smasher game can work at 5, maybe 8fps.

    I?m thinking on getting a Galaxy SIII to test in a new model, but it only goes up to 768mb of ram. Not much of a difference, Although the processor is suposed to be a quad-core of 1.4ghz.

  • If I set something like this:

    -------------------------------------------

    On "X sprite" collision with "Y sprite == "X sprite" destroy

                                              add 100 to score

    -------------------------------------------

    Is this collision check occurring on "every tick"?

    Because I have a lot of this collision checks, and I was reading on "Performance tips" that this could be a slow down reason, and it recommends to check collisions every second, or every half second, instead of every tick.

  • I?m using the standard of 800x480. The scale letterbox will fit the project to 1280x720 and/or lower screens, this I understand.

    But I?m talking about RE-sizing the project to different resolutions. Because I figure that if I run an 1280x720 project in an 800X480 cellphone, using letterbox option, the game will execute and adjust, but I assume that it will run substantially slow.

    ---

    I thought we had to save different Capx adjusting project resolution and layout resolution and moving and scaling every sprite on the project.

  • Is there a simple, "Low effort", way to export a game to multiple screen sizes?.

  • Do you know if Tiled backgrounds affect performance in Android devices using CocoonJs?.