AppmobiTyler's Forum Posts

  • Hey Joannesalfa,

    Sorry to hear about your experience with directCanvas thus far. We do support sound (polyphonic even), and touch events are translated right into the directCanvas layer, so there should be no delay. If you are getting jokingly bad performance, that is coming from not optimizing your game for mobile (If your game is lagging the whole device that may also be the reason for your slow touch inputs). I'm not as fluent with Construct 2 as I am other engines, but if you want to debug your DC game, Ken or I would be glad to walk through your code and see what may be going wrong.

    If you don't mind me asking, what device and OS version were you testing on?

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  • Hey CanGame,

       appMobi pricing is geared towards indie developers. We really don't want you to lose money from trying to create an awesome game.

    If you don't use any cloud services, everything is completely free (cloud services: push messaging, playMobi, Live Updates, Analytics, IAP ).

    If you do use our cloud services and use In App Purchases or appMobi Ads, then you aren't charged for the first 10,000 MAU's and when you hit 10,001 you owe .10 per MAU a month.

    No Lose guarantee: Let's say you owe $500 to appMobi but only earned $400 in that timeline. We only charge you half of your earnings, so you would only be charged $200.

    The third option is for Enterprises, so if you want to use appMobi and our cloud services but don't use any IAP or ads, then you get 100 free installs then $0.25 per MAU after that.

    You can read more here: www.appmobi.com/pricing

    Personally I like to develop with appMobi, but I may be a little bias :P

    We work fairly close with Ashley to try and make sure everything is working on our exporter for directCanvas and when there are bugs I'd like to think we get a change into our build system fairly fast. Hope that helps you decide :D

  • Hey Whiteclaws, I never received an email at Tylerlvb@appmobi.com from you. Could you please try to resend? Thanks!

  • Hey Guys,

        We are currently looking for apps to promote as directCanvas / appMobi games. If you've used appMobi to deploy your game on mobile, I'd love to hear from you. If your game is in the app store, just respond to this thread with a link, or send me an email at tylergfn@appmobi.com. If you're still working on your game, but plan to deploy with appMobi, still get in touch with me if you're interested in it being promoted when it's completed. I can't wait to see what you've guys have been making!

       Cheers,

           Tyler

  • Yes he did hah, heres the right link: apphub.appmobi.com

  • Hey cow_trix,

         We have updated our build system to fix this issue. So if you build an adhoc iOS build it will work great. This bug will be fixed in the next version of appLab.

    Cheers,

          Tyler

  • Hey wp/funstorm,

    Our debugging found the same issues. The special character in a text object is a bug in our iOS container, which we are updating our code in our build system and if you build an adhoc iOS build, it will work. If you use appLab to test, this fix won't be live until our next update.

    The preloading audio issue is from C2 adding the call AppMobi.player.loadsound instead of AppMobi.context.loadsound in the DC layer when you choose to preload. I'll contact Ashley and we'll work on getting that bug fixed.

    Thanks for the detailed bug reports

    Cheers

  • Hey Blinx123

    We don't have any plans to support WebOS and since HP stopped backing it, I doubt we will make plans to support it.

  • Hey superkew, (awesome username FYI)

        What device are you seeing this on and what version of applab do you have? I'm assuming the newest but it's always good to double check :)

    We implemented most of the premultiplied alpha attributes that Construct 2 uses so screen shots would be great to see what might be happening. We've also done a lot of testing on tile background so unsure why you'd be seeing problems with that also. Again, screenshots would be amazing :)

    Cheers

  • Hmmmm, well an adhoc build will give you the same results that you're seeing in applab since it's the same native code. In our testing cycles with Scirra we didn't run into any dead black screens. You're not the only person with this issue so I'll follow up with Ashley and do some tests myself to see what the bug might be.

    Edit* I'll post back on this thread with my findings

    Edit 2* I just helped someone else who had the same problem and the culprit was special characters in the image file names. Might not be a bad thing to check for also.

  • How are you viewing the app on your device? Did you make an adhoc build or are you testing in appLab? (if you tested in appLab make sure it has the most recent updates)

  • We only support directCanvas export for Construct 2 to iOS right now. It is in stable release as of r100. We are working on getting Android DC out of beta and updated to work with C2 export.

    Since it's in Beta, some people may get their game to work depending on how they created their game in C2, but the success rate is minimal as of now.

    Any more questions, let me know :D

  • directCanvas is working on Android if you use it alone or with another game engine, but for Construct 2 export it is only iOS for now. I believe we are working to integrate Android DC but don't have a concrete date of delivery.

  • Right now we are focused on getting DC working fully on Android and improving the usability of our platform, but that has come up in our long term road-map discussions. I'll be sure to bring up that the game dev community is also reflecting that demand next meeting we have. Thanks for sharing your opinion,it's always important to know what the community wants.

  • 0plus1

    I want to preface this response with the acknowledgement that we aren't the solution for everyone :) I just wanted to address the reasoning behind our services and how dependable they are.

    The idea behind appMobi is to get out of the platform specific code. One code base should be all you need to go everywhere. At appMobi we make this our top priority to let developers get to the most platforms from one code base. Our services reflect that sentiment.

    Game Center is iOS specific. playMobi is a badge/leaderboard system that allows your users to compete from different devices and platforms onto one scoreboard. So Kindle users and iPhone users can compete against each other. It also makes the cross platform saves seem more seamless as the leaderboard doesn't have to change between devices (if you want platform specific leaderboards, you can make them also with playMobi). The code doesn't change, you write it once and the leaderboards/badges work everywhere. HTML5!

    We suggest you use 1Touch because when you build for iOS, 1Touch uses the native iPhone purchase system. Then when you build for Android, it uses the native Android payment system. You only integrate with 1touch then in our build system we recognize what platform we are on and make it integrate with the native payment system for that platform so the user is non the wiser. So again, you write once and we take care of the rest.

    In your development,our services may not be for you, but push messaging,IAP system, and analytics simply do statistically increase user engagement and profit. Again, if you don't want to use them, appMobi is completely free to deploy your game with!

    As for our platform's reliability, all of our services are distributed through Amazon S3, so unless Amazon's servers go down (which would effect MANY companies), we'll always be up and running.

    I think you're idea for a "Pro account" is a good one and I'll send that up the ladder to see if that's something we'd have the resources to do.

    This is a great discussion and I'm really excited to see r100 come out with full DC support. It's awesome to see that the Construct 2 community is full of passionate developers itching to prove that HTML5 is a game changer.(PUNS!)

    Cheers,

       Tyler