EyeHawk's Forum Posts

  • I guess if you guys wanted to, you can still continue to use the cloud compiler which is now v1.4. It's a bit of an extra step, but you can still test while waiting for the CJS Launcher.

    By the way, has anyone got ads and In Game Purchases working for 1.4?

  • Nice work 3dfoin - the model looks polished and detailed.

    By the way, I'm still waiting for a response from you regarding the free royal sorceress model after purchasing 3 from the previous summer sale.

  • Has anyone tried the In Game Ads? Does anyone know if they work for 1.4 either?

  • Hi Guys,

    I've been trying to learn to set up ads using MoPub in CocoonJS for iOS.

    Unfortunately, I've had no luck getting anything to appear.

    So far, I've found the following links which have given me some information:

    http://www.scirra.com/forum/your-experience-of-mobile-ad-fill-with-c2-cocoon_topic62636_page4.html

    http://www.scirra.com/forum/cocoonjs-ads-Object_topic57337_page2.html

    This is from 3division:

    1- In C2 project use the Cocoon Ad event.

        If CocoonJs ads are available --- Show ads, etc.

    2- Get a premium account in Ludei. For the moment they are free and if you say you are serious about your project they will give one to you.

    3- Get a MoPub account, fill in your data, create an Ad, you will get an ID code for that Ad.

    4- Once you get Ludei?s premium account you can go to extensions in the cloud compiler.

    5- Paste there the Ad ID code using the JSON code example above.

    6- Validate the code to see if what you put there is ok.

    7- Compile your APK and test it on the mobile. You should see now a Mopub Test add.

    I've followed all the steps, except for adding in JSON - there appears to be nothing like that on the CJS settings?

    I just added the Ad id from mopub.

    Also, although creating ads in MoPub seemed straightforward enough, I have no idea if I've done it properly.

    Anyway, for those who have done this if you could give me a little help, I'd be more than happy to make a guide for everyone else struggling.

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • Hi Guys, I've been trawling through the forums and google for an up to date bug list so I can avoid some of the things that don't currently work with CJS. Is there a definitive list somewhere?

    So far, from what I gather these are some of the following defects:

    • No jQuery objects (i.e. text boxes, buttons, list boxes, etc)
    • Spritefont
    • Loader Layouts (?)
    • Some sound issues (seem to be slightly varying reports on this one)

    It doesn't seem straight forward at all porting games to CJS currently. With one game I'm working with, I'm methodically removing things until the game works.

  • Hi Guys,

    So: re the sound issue - from what I gather it simply doesn't work at the moment. Do you know if starting/stopping music/sounds will cause crashes in themselves?

    I've just started porting a game over to CJS, and get a few crashes - I've narrowed it down to it possibly being because I stop a music track, but haven't found out for sure yet.

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  • Thanks ludei - you guys are true heroes to us C2 devs <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Wow it's amazing! WebGL does indeed work on my Samsung Galaxy Nexus (android)! <img src="smileys/smiley16.gif" border="0" align="middle" />

    On very early tests, I have noticed that some of the 'heavier' effects such as glow, blur, warp and water slow down a simple scene to about 14 fps or so. However all of them work so it's probably a matter of picking the least resource expensive effects.

    Now to try this out on my ipod! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Yay! Just received a reply from them. If you want to test their work-in-progress player, just contact them on their site. It may take a couple of days to come through though. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • ^ Same - requested on their website <img src="smileys/smiley5.gif" border="0" align="middle" />

    Hopefully we get at least some information even if it is that it will be delayed.

  • Yay, the game is out on the store - give us some votes please! :)

    http://apps.microsoft.com/windows/en-us/app/battlespace-commander/dce25097-9467-46e1-aeb4-b2c170642559

  • Hi czar - where can I apply to get the new launcher?

  • Hi guys and ludei, have there been any updates to 1.4 yet? It looks like there is quite a bit of eager anticipation for it here! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Blacksmith - whao this has been a while, I honestly can't remember a thing currently about this <img src="smileys/smiley5.gif" border="0" align="middle" /> I'll try and recall what I'd suggested and let you know.

  • There's 2 things you can do:

    1. Move the world and not the player (this is what I do in my latest win8 comp submission http://www.scirra.com/forum/topic69074.html)

    2. Create the layout so it's about double the window size - whenever your player gets to a certain distance on the current 'tile', a new one is created on the edge prepopulated with the trees and other assets