CDogs1964's Forum Posts

  • ethanpil I agree the ideal solution would be to have Scirra maintain it, but it would also be acceptable to a lot of us if there was a reliable 3rd party solution. C2 was built to allow this and we just need a solution we can count on. Sang Hi has helped a lot of people, but you only need to read a few threads to see that he really wants to be a builder of games and the plugins is a side thing for him. Since he has announced that he will support the plugins for money, I have still seen many posts of people saying they have been waiting for the plugins or fixes to them. If I had a published game now and something was not working, I would be out of my mind at this point. haha

    If I knew how to code plugins, I would consider doing it as it seems like a great opportunity for the right person/company. If you built reliable plugins and defined a clean path on how to use them and deploy to iOS and Android, I have no doubt someone could put some good coin in their pockets.

    part12studios I did start over and built as a new project in XDK and the game is locked in portrait mode. All the settings I know of are set to landscape, but it will not show in landscape. This was not a problem before. I am not even saying it needs to lock in landscape, but when I turn my phone, it stays in portrait. It works fine within C2 as well as when I emulate in XDK. If I Test in XDK with App Preview, it worrks fine as long as I am holding my phone in landscape when it launches. As soon as I flip it to portrait, the game flips and it is locked there. It won't go back if I turn my phone. Bizarre...

  • rekjl I completely get where you are coming from regarding the splash screen, but it is lousy that we have to settle for something like that due to technical issues with getting our game to major platforms.

  • Thanks ArcadEd, I will have to take a look at that. You said you started converting all your apps to Cocoon.io. What are you converting from? Why did you decide to change paths? Thanks.

    part12studios - I agree and honestly, I thought I must be missing something when I started looking at these issues and I was not finding a big outcry in these forums. How are there not comprehensive, up-to-date Scirra tutorials on how to publish to iOS and Android? Aren't most people thinking mobile for their games?

    I'm a simple man with simple dreams. I read about C2 and played with the free version before purchasing a license. When I bought it, I assumed I would be able to do the following with the product:

    1. Build my game (Awesome)

    2. Make money through IAPs and ads (I have not gotten to IAPs yet, but it seems ads are a 3rd party solution and based on your comments I think IAPs are too.)

    3. Share the game experience via social media (Again, it seems I need to rely on cranberry to share achievements via facebook and twitter.)

    I know some people will say they have done all this, but it seems it is not a stable solution. I am not sure I would sleep soundly if I had a successful game out there that relied on 3rd party plugins and I am an eternal optimist! haha

    Lastly, you mentioned that C2 is a fraction of Unity. I thought that Unity was now free, but the learning curve was a lot steeper than C2?

    Thanks.

  • This thought keeps gnawing at me...can I build a business this way? Too often in these forums the answer is "use cranberry's plugin". I commend Sang Ki Kwon for the work he has done, but should I build a game/app that depends on a 1-man company who develops plugins in his spare time? I am relatively new to this aspect of the build process, but I am finding this part of the process much more difficult than the actual building of the game. (Example: I was trying to get the admob plugin working and now the game is locked in portrait mode even though every setting in the game and XDK is set to landscape. I cannot get it in landscape mode. haha) Not trying to sound like the voice of doom, but I really think C2/3 needs to make the process to iOS and Android builds a singular path for its customers. Until then, I just cannot see this as a tool you can use to build a mobile game business. (I feel obligated to say I love C2 as a game-making tool!)

  • I am also using XDK and chose Full Screen on build settings. I chose Landscape as default within C2 and the first line of the first event within the game is Browser: Lock orientation to Landscape.

  • Seems crazy to think we would need a plugin for such a basic feature for all apps.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I have been reading posts and do we actually need to use a plug in to lock our orientation?

    I have set the game orientation to Landscape.

    First line of first On Start Layout is Browser: Lock Orientation Landscape.

    Game only runs in portrait?

    Building using XDK and set orientation to Landscape there as well.

    Thoughts? Thank you.

  • volcank Did this work for you? I just tried doing this for landscape and I had no luck.

    Thanks.

  • Nice when you have a problem and the solution is already here. Thanks!

  • I couldn't agree more with the initial post. I started using C2 about a year ago and immediately fell in love with it. I paid for a license and loved the process of creating a game. I had planned to include ads and posts to Facebook from the start, but saved it until the end to implement. This part of the process has been a horrible experience. As an example, the admob entry in the manual talks about how it works and what actions you can take, but there is nothing about how to test it. And do you use the native admit plugin or the cranberry version? You then start to read about the different export options and it is a maze of options. I see people on here, who obviously know what they are talking about, talk about using different paths to build their games. Do I use XDK? Cocoon? What is phone gap? haha I have actually considered biting the bullet and downloading Unity because I heard there is a straight path to building your apps. I hate to do it because I love the C2 interface and I have truly enjoyed building the game, but as you stated, I feel like I am out of the C2 world at this point in development.

  • MadScientist How do I compile and test on a mobile device? Do I need to do a complete build using XDK?

  • With XDK, do I need to Build to test ads or is there a way to do it in Emulate? Is the same for plugins for other ad networks?

  • I think it is still a good question. What is the best way to monetize a web-based game? (Even after you get the license)

  • I think much of what Megabeard said is true. My background is in software, but it has been a long time since I have actually coded. I think C2 is an incredible tool for building games and the interface is great. Like the original poster, I started playing with the free version and soon reached its capacity. I took a quick look and saw that you could export for iOS and Android so I bought the personal license. I did not read carefully enough and I learned much later the limitations or the reality of building for mobile. For instance, I had no idea the Facebook plugin does not work with mobile. I had it in my game for quite awhile while testing and it worked great n my laptop. haha Just last week I switched to using a facebook and Unity Ads plugin from 3 days into it he announced he is no longer supporting the plugins so now my search continues.

    Like Megabeard said, if C2 had native exporters, I think it could really dominate the indie market and grow it like never before.

    I want to add that I hope this post does not seem negative in any way as I think C2 is an incredible tool. I just feel if you are thinking mobile, do your homework before jumping in.

  • And cranberrygame is no longer supporting his plugins if I read it correctly the other day.