ArcadEd's Forum Posts

  • $98 a month is pretty extreme too IMO. Unless you meant per year? I think my next game I am going to try hard to go with AppMobi and see how it pans out. Maybe we can even get native admob support working with a plugin in appmobi :).

  • I have 2 games published with CocoonJS and it works very well. The only thing I am hating about it right now is the need to use MoPub to serve ads. I wish it had native admob support, or one of the other bigger ad networks without the need to go through mopub.

  • kenli,

    That error actually only pops up when you do the certification test yourself. When you submit it to the store, and it redoes the test, it's gone.

  • You still can't edit them from Cocoon, however you can decompile the apk with apktool, edit the manifest and recompile using apktool. It's a work around until Cocoon adds the functionality.

  • The only way I have been able to get it to work was with my first game that compiled using Phonegap and eclipse. Then going through the process of adding the Admod SDK. Since my last 2 games have been compiled with Cocoon, I didn't have that option and it ***** :). Admob no longer has a javascript option that you used to be able to use with the iFrame.

  • I would love one too. Especially if it would work with Cocoon.

  • So are you saying you don't need to use Audio Latency Plugin anymore to get reliable audio playback?

  • You can't run cocoon exported games directly on the xcode simulators. The only way to test the game is to go through the distribution process and then install the ipa file on your test device.

    Follow the steps here.

    wiki.ludei.com/cocoonjs:xcodeproject

  • Will do, thanks

  • My first game passed and is on the Windows Store as of this morning. Still trying to find ways to help advertise, get the word out. I believe I made it with a 1 day trial. apps.microsoft.com/webpdp/en-US/app/word-search-for-kids/08ad5fc0-6a95-48db-8980-300bf656eee1

    This is what is so awesome about contruct 2 and html5. I finished this game months ago, but with the power of C2 and HTML5 I was able to just make slight changes and it's now released on iOS, Droid, Chrome Store, Windows 8 Store and a few portal sites around the net.

  • No, it was extremely easy. Lots of steps to go through, but I think MS does an excellent job walking you through the process.

    The cost is the same as apple, 99 dollars per year.

  • Not really sure yet. I tested just via the browser.

    My guess will be through the Microsoft App Store.

  • On a separate note, I posted 2 games to the Windows 8 app store last week. This last week or so has been going through their developer security checks and I finally got approved yesterday. Both apps have started the certification process. They passed the first 3 steps (Pre-Processing, Security Tests and Technical Compliance) now just waiting for Content Compliance. It states it could take 7 days, but I am hoping it gets pushed through faster since Win 8 launches in 2 days.

    If they get approved, I will let you know if they appear on the App Store on the Xbox as well. I'm kind of curious how that will work as there isn't a specific option for Xbox Apps when compiling and submitting to the store.

  • Not sure, I only had a minute to try it last night. The game ran full screen with no title/address bar or anything. It was pretty cool seeing my game on my 42" tv and playing it with a xbox pad.

    I'm assuming it's a version of IE10 which comes with Windows 8

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  • I just tested out my Strike game in IE on the 360 and it ran smooth as could be. The Dpad seems to be mapped to the arrow keys so I was able to fly around the entire level.

    This is pretty exciting, it also introduces the Microsoft App Store. I'm assuming they are gearing up for the Win8 launch in a few days.

    Just thought I would share my experience.

    The test game I used is a very rough version of my game edfarias.com/games/strike

    If you get a chance, test out your games with it.