ArcadEd's Forum Posts

  • Well it was throwing me off because I could still click it which made be believe it was invisible and not at the bottom of the z-order. I like your idea :)

  • tap, does this also mean that SpriteFont Plugin doesn't work with DirectCanvas on Android? Just curious if that has been tested, seemed fine on iOS.

  • Figured it out. I had to set it to MOVE TO TOP and it's there.

  • tap Ok, I'm not sure what else to strip out. I can get to the splash, but clicking on play does nothing (On mobile, in XDK it's fine).

    My latest attempt is arcaded_gmail_com.Kaplow7   Maybe you can take a look?

  • OK, so back to my initial game. I removed all SpriteFont and I got it to start up to the title screen. From there it seems to just freeze. When I try to click my play button, nothing happens.

    Slowly but surely I am getting there :)

  • I also just got my first game approved from apple late last night and it's available on the appstore.

    This game is pretty simple so I was able to use PhoneGap with the LowLatency Plugin for phonegap. Compiled everything with Xcode so I was able to include iAds as well.

    apps.apple.com/us/app/word-search-4-kids/id564990078

    Already my game as made more on the Apple App Store in ad views in 8 hours than the same game has on Google Play running AdMob for the last week. Just an FYI.

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  • I'm pulling my hair out here a bit :). I have a global sprite on my title screen to mute sound. When the leave the layout and then come back, the sprite is invisible. It still works, I can click on it and it functions, it's just not visible.

    Is this a bug, or something I am doing wrong? The initial visibility is set to True. I've tried setting visible to true on layout start, it stays invisible.

    Thanks

    Ed

  • OK, you are right man. I built a simple app, adding to it with each version. Tested using Test Anywhere on my Phone with applab

    1. Simple App with:

       Sprite1: Acts as a button

       Sprite2: Character, Behaviours- moveto, stay in layout

    Pressing the button causes sprite2 to move to random positions.

    Test - Passed

    2. Added a Background image, 640,960

    Test - Passed

    3. Added spritefont object, image is 4608x128

    Test Failed

    Maybe it's large images, or maybe it's spritefont. I'll do more testing to see.

  • Do you mean large in terms of bytes or resolution? My spritefont images are probably pretty large resolution wise.

    Maybe I will try making a simple app, if I get it working, start adding things one by one and seeing what the issue is.

  • People on the AppMobi forums are reporting similar issues so I'm sure it's going to get worked out over the next few months.

  • Correct, thank you.

  • Yes, never had a problem with that. Works fine on all the emulated devices.

    3.4.0.4 is the version of applab I had.

    Uninstalled and reinstalled. No change.

  • The XDK is all I am using right now, I just installed applab a few days ago, but I will uninstall and reinstall it.

  • OK, I must be doing something wrong because I just can't get it to work. Here are my steps (the newest project is arcaded_gmail_com.Kaplow-DC4)

    Install the AppMobiDev Plugin.

    Add AppMobiDev Object to my project

    Export, AppMobi, directcanvas

    copy directcanvasC2.js to my export directory

    include directcanvasC2.js in my index.html file

    zip up contents of my project directory.

    Go to appmobi.com, login, create a new app, upload my zip.

    Click on emulate, game works great on test devices.

    Click test anywhere to have it uploaded to the cloud.

    On my phone (HTC Thunderbolt running Android 2.3.4) launch applab

    goto my apps, find the project and run it. I get the appmobi splash screen, then black, then back to applab.

    Ed

  • You know what, I see what I did now I think. I think I right clicked on the JS file and chose save link as, hence getting an HTML doc and not the JS file. Duh!