AM_Games's Forum Posts

  • Hmm, might be worth grabbing the C2 update then since i'm still running r139 here. Cheers

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  • Hello folks,

    okay so, decided to test some c2 exports on Ouya today, first thing that's apparent is awful performance.

    Exporting a full game with CocoonJS for an underpowered Chinese Android 4.1 tablet results in 30 fps, run the same export under their OUYA conditions with gamepad support results in 1-3 fps at best.

    So new test condition; blank layout, sprite to move around with the controller - 20-25 fps.

    Add a "spawn a bullet on A pressed" event and yay, 10-15 fps.

    Add a scrolling background in (4x 256x256 PNG's) with wrap and bullet behaviour - final count is 2-3 fps.

    2-3 fps with 7 sprites drawn? That's just silly!

    So, for now, totally unplayable Ouya builds of anything via CocoonJS?

    Or does Phonegap have some controller support as well that I've missed since I tried an export with that and it didnt register the gamepad input.

  • Aye it could well be that! Thanks folks!

    The other problem I'm facing now is getting PhoneGap to kick out a playable build, the builds with CocoonJS using "Fullscreen - Scale Outter" have been perfect apart from being unstable, however under PhoneGap at least 30% of the screen is cut off at any one time, regardless of scale method (or the window is tiny and locked to top right)... which is always fun.

    Kicked out Phonegap builds using every Fullscreen setting but achieving very similar results all round, so open to ideas on that one.

  • Also along the same lines, I have tried to build with Phonegap but none of the "Fullscreen in Browser" settings seem to work properly for me.

    Either the game is scaled up offscreen or scaled down to a tiny window in the top corner, all settings produce a variation on that theme.

  • Hello folks,

    Basically, any small game I make, 1 layout, not much happening, very simple "move the thing around" style thing works flawlessly, with no problems at all and doesn't crash even after hours of running.

    Anything else I make, ie; game with many things in 1 layout or multiple layouts can and will crash at random, sometimes after a few seconds, sometimes not at all! No specific event or action seems to cause it, just the general running of the game.

    This is happening with zip files run via the launcher, Debug Signed APK files as well as full signed production builds. Also Game file size doesn't seem to affect it (2mb will crash just as much as 20mb).

    Noticing a pattern emerging here with games kicked out with CocoonJS for Android. The more things you add, the more likely it is to crash.

    Obviously this is a real problem, so, is there some specific setting or event series that causes this sort of thing? Does it happen to everyone? Should I be using PhoneGap instead of CocoonJS or some other compilation method?

    Cheers, Matt

  • Ahha!

    Thanks Szymek!

    That seems to have solved it for me! And doesn't seem to be documented anywhere else that i've found lol.

    Appreciate it :)

  • fernanm:

    I was struggling with that too.

    on the networks page on MoPub, disable your browsers AdBlocker and refresh, that should then display all the network fields to fill in and add a network.

    I however am still struggling with this, I can get MoPub to display it's test ad, and i've got AdMob set up through MoPub's Networks, but it still won't display anything but the Test Ad =

    Exactly the same as blackmoondev is getting in the post at the top of this page, having gone through the same steps!

  • Hello folks ; heads up, this isn't specifically a Construct 2 Question.

    got an app ready and managed to get the Ad integration from CocoonJS working lovely now however I'm really struggling to get my head around MoPub.

    I've read over their documentation and Getting Started guides and it doesnt make a whole lot of sense to me tbh.

    What I cant grasp is this: How do I get actual Ads displayed within the app.

    I can get as far as the banner ad displaying with the "MoPub Test! This works now setup your account" but no further, so the integration is definitly working fine but I cant grasp how to actually display other peoples ad's for monetization purposes.

    cheers, Matt

  • Spot on, cheers!

  • Hello folks,

    I was using 3 monitors, now i'm down to 2 since 1 died.

    However:

    All my construct 2 context boxes now appear offscreen (ie, image editor etc) while the main windows displays on screen 1 properly.

    Any ideas how to reset window positions?

    cheers, Matt

  • as the titles says:

    CocoonJS kicked out for android -> run on OUYA -> Works perfect using the touch pad, doesn't work with the controller input. Tested on PC and working fine with 360 pad.

    This getting a fix/update or have I just wasted 2 months of dev time?

  • Hello folks,

    not having much luck with this:

    Levels are loaded from a menu, when you die you are returned to this menu.

    However: I can't seem to restart the layout after death or reset 1 layout from another. Each time the level is reloaded after death, it resumes from where it last was.

    Any ideas?

    cheers, Matt

  • Hello folks,

    been using Construct 2 for a couple months now and fairly up on most of the features however am now struggling with one thing:

    Loader Layouts between layouts.

    eg:

    Standard loader -> Main menu -> Level select -> 10-15 second hang while that level loads -> level finally loads.

    I'm looking to fill that gap of 10 seconds while the engine hangs with a custom loader layout, and having read all the documentation and searched the forums on it I can't figure how to use multiple custom loaders.

    Current solution -> use GoToLayout and select a layout, however, the "on Loader Layout" event doesn't trigger using this method, and "loadingprogress" doesn't seem to be per layout but rather an overall variable.

    anyway, am stuck on this. Cheers for any help you guys can give.