Artpunk's Forum Posts

  • Cocoon official support in Construct 2 was dropped years ago, so I'm not even sure Construct 3 was ever supposed to support it at all to begin with.

    Yes, but the way OP posts it sounds like he thinks Cocoon is completely unusable. Cocoon is usable with C2 projects, despite the fact Scirra doesnt officially support it (although beware there is a major game-breaking bug with Cocoon at the moment where LocalStorage data doesnt save when you build for iOS using WebView+).

    But I'm not sure if you can use Cocoon to build a project exported from C3, I haven't tried. So OP could try Cocoon if he is completely stuck for options...?

    Scirra's build service is supposed to be the answer to the retirement of Intel XDK.

    Here's hoping. I hope we can hear some more details about what's planned for the build service soon? I have projects developed in C2 that I want to keep updating into the future, and I'm thinking it would be better to keep updating them in C2, rather than migrate the projects to C3, so I am super interested to hear what the details are for supporting building C2 projects in the C3 build service?

    Like, will C2 receive updated / working iAP, Game Center and GooglePlay plugins that will work with the C3 build service?

    Is there a rough ETA for when the build service would be available for C2? Or failing that, is there a rough ETA for when we might get some details?

    I'd like to know, because if the C3 build service is 12 months away or something Id probably be better off going and learning to use Phonegap in the mean time. Ashley seems to be keeping details v close to the chest?

  • Looks nice! Interesting project. I like that you gonna have upgrades and such. Is there going to be any other RPG elements like stats Level up etc?

    I think having player stats and levelling up would be cool, but its probably adding more complexity than Id like for this project. A currency system and weapons / armour upgrades will be challenging enough for me.. and adding those features will still represent a decent improvement over my first game (Cluckles).

  • The old IAP plugin is being replaced with a new plugin soon.

    Nepeo A new IAP plugin will be released for C2?

  • Cocoon is depreciated so that's off the table.

    You mean XDK right damjancd ? Or are u saying Cocoon doesnt work with C3 cordova export?

  • Ashley Is that going to guarantee working iap, Admob, plugs, etc?

    I'd really like to know some detail about this as well.

    Ashley you guys have said you will provide working iAP and Ad plugins for C3.

    -Will you ensure the working iAP and Ad plugins for C2 as well?

    -And how about GameCenter and GooglePlay plugins for C2? Would these be updated to work with the C3 build service?

    -Is there any chance you could give a rough time frame for when the build service might be available for C2?

    Thanks.

  • Perhaps at the end there could be a flagpole and instead of grabbing onto it mario style, he just hacks it down?

    Hehe sounds good Maybe checkpoints through the game that must be triggered by hacking them down. Im planning to have plenty of crates and boxes lying around that the player can smash up to release coins. Also, maybe smashable walls that can lead to secret areas.

    Hello, nice artwork, the animation from the goblin atacking is awesome. I didn't like the jump animation, looks static, maybe with more frames showing more the movement but this is just my opinion.

    Keep going

    Thanks for the feedback. I haven't totally settled on the artstyle for the game yet. Im not 100% happy with the character or the enviroment artwork. Ill look at the characters jump animation to see if I can make it more interesting, and the colours for the environment are a bit boring, I need to liven it up somehow.

  • Hey man thanks. Yeah the character design isnt finalised yet. I just gave him a conan-style loincloth for the moment. The idea I have is the player starts off bare chested, then as you go on you collect armour and helmets and things. I guess I should make his undies stand out more so he doesnt look completely nude

  • An early prototype of a new game I'm working on (unnamed at this stage).

    It's a Barbarian themed action platformer.. initially mostly inspired by the Black Tiger arcade game. My character artwork started out looking more like Black Tiger, but I've since changed back to the style shown below. Im not sure what I prefer.. still deciding.

    The main intended platform will be mobile.

    Goals for the game:

    • In game currency: Im hoping to make a system where the player can collect coins to purchase new weapons, health, powerups maybe armor etc.
    • A variety of different enemies: patrolling, chasing, static turrets, shooters, flying.
    • Several bosses.
    • Probably three different environments (I'm thinking Orc Mountains, Skeleton's Graveyard, Dungeons something like that).
    • Im not sure how many levels yet.
  • I can tell you I never had a problem with LocalStorage when using XDK, so I would guess its more likely to be a problem with your events?

    There is a known bug with Cocoon where LocalStorage data is lost on iOS if you are using WebView+.. but as far as I am aware there is no similar problem with XDK, at least I never experienced it.

    Are you saving your data to LocalStorage properly?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • How did you build the game? Are you testing on iOS or Android?

  • Like said, have you checked the object count in the debugger? At the point when the game is slowing down, what does the object count do? Does it stay constant, or is it increasing? If you have a situation where objects are being created and not destroyed you would see the object count gradually increasing and eventually that could slow the game down.

  • Hi I replied on the cocoon forum.

  • Cocoon.io or Phonegap are the two main options.

  • Hey twg

    I have Cranberrygame's Cordova iAP working on Android and iOS at the moment. But like you say the game was built with XDK not Cocoon.

    I am currently in the process of migrating the same game from XDK to Cocoon and decided I would also swap from Cranberry's plugins to Cocoon's own plugins for iAP and GooglePlay / GameCenter.

    So at this stage I can tell you that I have Cocoon's iAP plugin working for Android, but I haven't tested for iOS. In Android, the purchasing events, restore purchase events, and conditions for checking purchases all seem to work. Ill be testing iOS in the next few days, so ill be able to comment on Cocoon iAP on that platform soon.

    I tried to use the Cocoon iAP plugin in exactly the same way as I used Cordova iAP. When the game first loads up and the title screen is showing, check if the remove ads iAP has been purchased and if so restore the purchase.

    On Start of Layout

    Cocoon InApps - Fetch products from Store "removeads"

    Cocoon In Apps - Update product list

    On Products Fetch completed

    Restore purchase

    The events I use for purchasing the iAP are:

    On Touched 'Remove Ads button'

    Cocoon InApps - Purchase product "removeads"

    If purchase successful

    Hide the remove ads button

    Store a value in a dictionary, which is later used to disable Ads in game. This value is store in localstorage.

    Events linked to restore button for restoring purchase are same as events in the title screen but use 'On Touched "Restore Button"' rather than On Start of Layout. Hope that makes sense?

    A super useful trick that AndreasR showed me is how to use the consume purchase action to remove the purchased iAP from the game. That way you can test the iAP works multiple times.

    Add a sprite to the menu screen, with events:

    On Touched > Consume "Remove Ads" iap

    Now you can purchase the iAP again. One difference I noticed between CordovaiAP and Cocoon iAP is that the 'On Consumed' condition doesn't seem to fire for Cocoon's iAP (but does work for Cordova iAP).

    twg Hope that helps, sorry for wall of text. Let me know if you get it working on iOS, like I say Ill be battling iOS myself over coming days. So I can give better information once Ive got it working.

    Oh one other thing I wanted to say. You mentioned in your post about having a sandbox account. I never managed to figure out wtf the sandbox account was all about. I never managed to use it. I use the 'Internal Testers' section in iTunesConnect to test pre-release builds of my game for iOS.

  • Id like to compare notes with other people using this plugin.

    Hey gametrick , matrixreal , (and anyone else) how are you guys going with this plugin? Are you having any problems with it?

    Do the conditions like: 'On InterstitialAd HIDE' trigger for you?

    Also, do you guys have problems with any of the ad networks? Im having trouble with AdMob, but in my case I think it may not be the plugin, rather it could be a problem with my AdMob account.

    Interested to hear your experiences so far.