firebelly's Forum Posts

  • > I can't release a game that only works on the newest devices, that isn't really acceptable. I have to wait until Ludei fixes the issues. Plus, I don't see my audio issues fixed. When I pause my music, I Can't get it to restart. Also, 9Patch and Tiled BG are still broken for certain sizes.

    >

    > Anyone know of work arounds?

    >

    Only with 2.0.0 beta or also with the old 1.4.7?

    I've tried it in all versions. It was broken in 1.4.7 and I've tried all the new ways of compiling and using the new 2.0 launcher that just poped up on the google play store.

  • I can't release a game that only works on the newest devices, that isn't really acceptable. I have to wait until Ludei fixes the issues. Plus, I don't see my audio issues fixed. When I pause my music, I Can't get it to restart. Also, 9Patch and Tiled BG are still broken for certain sizes.

    Anyone know of work arounds?

  • For my game, CocoonJS gives a huge boost to performance. Crosswalk was completely unplayable, nearly 5-10 FPS. Other than that, not sure if there is a huge difference.

  • > I'm still wondering about the C2 plugin... will it be updated as well or has it been and I didn't notice...

    > Well GL lets wait and hope... a bit more I guess.

    >

    +1

    I don't think they will update it. But they also said they would open source it, so we could at least fix it.

  • Is the new Android launcher out yet? Nothing in iOS right now

    I didn't see one. I used Cloud Compile for the 2.0+ features. Audio not working right is a deal breaker for me still. the 9patch and tiled bg stuff I can work around.

  • I just tried it, seems a little faster, but tiled bgs, 9Patch and audio still don't' work right in some cases..

    and the splash screen is doing the flashy thing again. It was gone for a while, but it's back.

  • I'm about to download it and test it out with my game to see if made any different at all.

  • Give me a week or so, I need to dig up the right version of the code. We had a version that was working pretty well, but I was lost when moved some folders around. I will repost to dropbox when I find and test the right version. Sorry for the delay.

  • ok it not saved in webstorage,

    you can read more about the options you have, here

    https://www.scirra.com/tutorials/526/how-to-make-savegames

    I've looked through that, but all it does is explain how to do it, for my case I don't want to use the overwrite ability, mainly because of the way you can exit and enter the app.

    I still would like to add a Clear and IfExists just to make it clean and easier to use in my code. Still looking for the location of these Save/Load functions.

  • the save system uses webstorage plugin, so you can check for the local key

    local key "save key" exist, and action : clear local key

    ps: not checked but i think its in this direction

    So the Save action is exactly the same as local storage set? This is what I'm confused on...

  • Can anyone at least point me to the right code for this? or is it embedded with the exe?

    I want to add a Clear option as well as a "Does Exist" check.

  • I need someone who can go over my project and fix a couple issues with the following

    • State Management (Save/Load/State)
    • Maybe better perf
    • Maybe help with inventory management
  • I am not understanding from the manual how to completely wipe a save slot using the "Save" action.

    There are events for load failed. I want to force a load fail by making sure my slot is always clear.

    I see Save and Load as actions, how do I Clear/Reset?

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  • The big question will be what is IN version 2.0 (confirmed by them at GDC to be the next release ). If the bug fixes will occur in that release. When that release will occur, etc.

  • what are the long-term options for ios & c2?

    clearly cocoon is not really the best option.

    are there any other free & promising options in development like CrossWalk for android ?

    Crosswalk is ok for android, but many have seen performance problems with it, up to 50%. When I tried it, my game was unplayable. And that is after a long optimization process to get it to work on CocoonJS (removing physics, moving code, reducing sprites, etc)

    CocoonJS is the best solution I see so far, but it is left to be seen if they will keep developing it. They said they will release once a month, but that has turned out to be false. 2.0 is coming out soon, but who knows if that will have bug fixes or just new stuff.