Ainxty's Forum Posts

  • Your APK will certainly be larger than 50mb if you use a wrapper. In my experience it adds about 30-40mb to your package.

  • I was finally able to close the deal with SpilGames. I sent the initial E-mail to them in early March, and just got paid today. They're a bit disorganized and my game initially failed going through their QA due to internal disagreements as to what the Ads API should look like inside the game. That said, they did pay a hefty sum of money for my game, so they're definitely legit. Their staff is friendly via e-mail and also on Skype for quick response.

    3.5/5, would sell again.

  • Works perfectly. PixelRebirth, virtual beer on me.

    Can anyone tell me what the point of "splash screen" is? Is this something that's supposed to appear before the main game screen?

  • I certainly hope that magical plugin is just a few days away. I'd love to just be able to add it, fill out some boxes, set some settings, and be on my merry way - not dabble in JS. Already do enough of that at work. :<

  • Hi,

    I have a new game up called Izzy Inverse. It's on the Windows Store and the first episode is free. I'm pretty happy with how it turned out and that I was able to do everything I wanted using C2. Unfortunately it won't run well on Windows Phones, despite being very lightweight graphically. I assume that's because IE10 is terribad.

    Thanks!

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  • Yeah you get to level 5 and the bar keeps going up until just under 6.

  • Whoa, the Wizard's hat is supposed to be in the cave level 3. That's very odd.

    I don't think I ever implemented ads into the game. The ad you see on my page is simply Google Adsense - it's not inside the game.

  • Here's a Chrome Store version. That should launch for everyone (though the HTML5 one works too).

    https://chrome.google.com/webstore/deta ... bfabhoipoe

  • Thanks! I was using Letterbox integer scale and it wasn't working in mobile browsers at all, but just Letterbox scale works alright. Both of the Scales aren't quite good as one cuts stuff off and the other has a pretty sizable white area on the right side (where you can see the sprites escaping and destroying themselves/wrapping).

  • danialgoodwin How do you handle this: (WP)(SG)The game window doesn't stretch to fit the screen?

    I seem to run into the same issue on _all_ mobile devices (not tablets though).

  • I use the Windows Phone SDK 8.0 to build Windows 8 apps. I haven't built any C2 games with it yet, but it's possible that's what you're going to need to use.

    http://dev.windowsphone.com/en-us/downloadsdk

  • Hi,

    I spoke with Microsoft support folks who helped me debug the issue. Here's a bit more information:

    https://dl.dropboxusercontent.com/u/290 ... 79-0-1.jpg

    https://dl.dropboxusercontent.com/u/290 ... 79-1-2.jpg

    https://dl.dropboxusercontent.com/u/290 ... 79-2-3.jpg

    Looks like IndexSizeError appears to be the culprit. I'll pursue this with Microsoft Support, but it would be good to get some insight on this class from Scirra devs so MS has more to go on.

  • Hello,

    I made a game which launches and runs fine in HTML5. It compiles in Visual Studio, passes certification both locally and Microsoft's, but then when it's downloaded from the Windows Store, I get an unhandled exception and the app does not launch at all. Here's the relevant information including the stack trace:

    Source Line Number:<2416>, Source Column Number:<4>, and Stack Trace: ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:2416:4           loadTexture(object, boolean, boolean, number)
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:20441:3           loadTextures()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:20468:4           onCreate()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:4372:3           createInstanceFromInit(object, object, boolean)
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:7081:5           createInitialInstances()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:6264:4           startRunning()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3949:3           doChangeLayout(object)
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3898:4           logic()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3759:3           tick()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3667:3           go_textures_done()[/code:2togcbby]
    
    I am able to download and launch it on my computer (where I also compiled the app). It's not a certificate issue, and it's not a driver issue. I have a test box sitting beside me with a clean install of Windows 8.1 and I'm unable to launch it on that box. The APPX installs just fine (as does the certificate) and runs fine. It's just the Store version that doesn't work. Any idea why? Or, is this something that Microsoft should be looking at? I brought it up here cause it seems to have a C2 stack trace.
    
    Thanks
  • Hmm, I can open it just fine in every browser across 4 devices. Can you tell me what the problem is?

  • Hey,

    I just finished a game in C2. In retrospect I should've posted it here to get free beta testing, but .. next time, next time.

    pixelnoms.com/game/buster/index.html

    Click on gear on splash screen and Erase Data if you want to clear your progress through the game.

    There's a known bug with zoning between different acts and music dropping in volume/not changing. It only happens if you zone too fast. I've tried all sorts of solutions but until we have a "fade" effect in C2, it's always gonna be ghetto workarounds like lerping or other hacky solutions.

    Let me know if you find any bugs. Thanks!

    PS. Play in Firefox / Chrome. I don't think sound works in IE despite importing WAVs and following all instructions to the dot. If someone can let me know how to fix that, that'd be splendid (they play just fine when exported to Windows 8).

    PPS. Can't export to Scirra Arcade, because it's 27mb zipped. :(