condolent's Forum Posts

  • I'm exporting to cordova and building an android app.

    The performance is really bad and I'm wondering if minifying the script at export improves the performance or not, maybe it doesn't even make a performance-difference?

    Also, PNG compression, should I maybe use brute?

  • GSE just realized that by putting the code in the index file, it will try to register the device each time it launches. Which is baaad, gave me alot of crash reports. Still in the process of finding a better solution, will come back to you when I do! If you got any ideas, I'll gladly read them!

  • GSE Yeah, I noticed that if you have a plugin from cranberry in C2 and export it to intel XDK and implement the cordova plugin fitting, you don't need any code for the C2 plugins in additions.xml! For the push; you don't even need the C2 plugin, you only need the cordova plugin from cranberry and insert the script into your index.html file. Here's my script:

    <script>
    
    var applicationId = "YOUR_PARSE_APPLICATIONID";
    var clientKey = "YOUR_PARSE_CLIENTKEY";
    
    document.addEventListener("deviceready", function(){
    
    	window.parsepushnotification.setUp(applicationId, clientKey);
    	
    	//registerAsPushNotificationClient callback (called after setUp)
    	window.parsepushnotification.onRegisterAsPushNotificationClientSucceeded = function() {
    		//alert('onRegisterAsPushNotificationClientSucceeded');
    	};
    	window.parsepushnotification.onRegisterAsPushNotificationClientFailed = function() {
    		alert('Push notification registration failed.');
    	};	
    }, false);
    </script>
    [/code:2ch63p0c]
    [b]Make sure you insert that code into your index.html file and replace [i]YOUR_PARSE_APPLICATIONID[/i] and [i]YOUR_PARSE_CLIENTKEY[/i] with your own keys. Make sure it's inside the <body> tags![/b]
    Hope this everyone with installation issues with the parse plugin 
    
    If the build fails; make sure there's no other plugin interfering with the parse one!
  • Solved it all by removing the code in additions.xml and just letting the plugin install via the project. This works fine and the code in additions.xml is NOT needed if you actually implement the plugin in the intel xdk project! Hope someone sees this and that it solves their issue

  • Hey I use your phonegap game plugin for google leaderboards and I get this error while exporting with Intel XDK.

    Error: Plugin "cordova-plugin-game" failed to install.

    cranberrygame

    I've got the same problem. I've also added the plugin to my intel XDK project and still nothing. For me it's the C2 plugin not building correctly. As the plugin to the Intel XDK project seems to work fine, but it's the plugin in my additions.xml that's not installing

  • My build keeps failing. I've added the plugin to c2 and also to my intel XDK project (not sure if I needed to do that) and used the XML code mrEkli typed. But when I'm trying to build for android the build fails due to the plugin not installing:

    Error: Plugin "https://github.com/cranberrygame/cordova-plugin-game" failed to install.

    Why is that?

    intelxdk.condig.additions.xml

    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-game" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-game" >
    <intelxdk:param intelxdk:name='APP_ID' intelxdk:value='MY_APP_ID_IS_HERE' /> 
    </intelxdk:plugin>
    [/code:2h1ehqr6]
    
    [b]Build-log[/b]
    [code:2h1ehqr6]The build failed. An error occurred while building the application. Verify your build assets are correct and try again.
    Build Log:
    Building a Cordova 5.1.1 application.
    The application name is "Angry Viking"
    The package name is "theangry.viking"
    Error: Plugin "cordova-plugin-game" failed to install.
    Plugin "cordova-plugin-device" (1.0.1) installed.
    Plugin "cordova-plugin-pushnotification-parsepushnotification" (1.0.32) installed.
    Plugin "android.support.v4" (1.0.0) installed.
    Plugin "com.google.playservices" (21.0.0) installed.
    Plugin "cordova-plugin-game" (1.0.105) installed.
    Plugin "cordova-plugin-legacy-whitelist" (1.1.0) installed.
    Plugin "com.rjfun.cordova.plugin.iad" (0.1.8) installed.[/code:2h1ehqr6]
  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • mrEkli ok so I've got the whole pack and stuff now but I cannot see a google play plugin. Does anyone know if it's been removed for some reason??

    EDIT: Nevermind, I believe it's called cranberrygame_PhonegapGame_1.0.65 actually, so there's the name for future confused people

  • I think WASD for movement and QE for attacks and special abilities, spacebar for jumping might not be needed if you don't use W for anything else

  • Just purchased my 5$ for the plugins, how long will I have to wait?? Please don't tell me I won't get them because he's gone AWOL... ._.

  • where can I download this plugin? It's to construct 2, right?

  • I'm using the Google Play Services input for my android app. Now I try to give achievements when stuff happens and also open leaderboards when clicking on the specified button. But it doesn't happen.. I export it all with Cordova and build the app with Intel XDK. And yes I added the google play services plugin to my intel XDK project

    Anyone know why I can't open the leaderboard or anything like that? I'm using the beta test function at the google play dev console. And also published the google play services thing and it's all connected.

  • Would it be better to use a big transparent sprite used for if touching object or would it be better to just use a variable that checks the X area of the touch? I feel like it would take as much CPU usage as a big transparent sprite, but I read somewhere that sprite objects without an actual image (just transparency) takes ALOT of resources?

  • When debugging I see that the game uses 50%+ CPU usage. How do I lower it? We're making a game for iOS and android.

    Worth noting that the PC I'm testing it on atm is really bad. But when we build the app via Intel XDK and transfer it to my friends Sony mobile, it's really laggy so I don't think that it's the PC that's wrong.

    Does anyone have any tips on what to do for the lowest CPU usage possible? I can attach a capx for anyone who wants to. (though I'd rather not as it's a pretty important project for us and it'd be easy to steal )

  • Solved, wasn't actually GETTING the key on the second image, I was checking what to do after I got it without even getting it. (stupid)

    Solution:

    Thread can be locked!

  • I have this currently in-game: on death -> Localstorage set item "savedCoins" to invCoins (global variable that adds coins when picked up).

    And that part is working, when I'm going back to the menu, it still shows the amount. But when I refresh the page, it resets to 0. Why is that? Pictures of the events are below:

    This is the part actually saving it.

    This is the part setting the saved integer to my global variable.

    Why won't it save when I refresh the page? Does this not work on preview in browser, for some reason?