gizmodude4's Forum Posts

  • Even uncompressed, all of the images in my images folder only take up a little over 5MB

  • Another fun bit of information I just found out:

    When I load the app up on the iPhone 4 simulator, after load up, it's taken up a whopping 331MB. Something is definitely going wrong here.

  • I'm reducing the size of my images (they're pixelated anyway, so I don't know why I decided to import them at such a high resolution).

    Is a physics engine required? I don't think I actually need one. I'm doing a drawing game, so all the input is touch based and there's no collisions or anything like that. I just didn't know if it was being utilized to do some critical tasks or if I could safely take it out of my index.html

  • Hi all,

    I'm testing out my game on iOS 6.1.3 with an iPod Touch Gen 4 and it's crashing before it's fully loaded. If I try using a simulator for an iPhone 4, everything loads fine. I'm using Cordova version 0.21.7

    After looking at the memory allocation tool, my "Live Bytes" total is 2-3 MB and my "Overall Bytes" is almost 30 MB. Interestingly enough, if I go to the Activity Monitor, it shows my "Real Memory Usage" as 120.74MB and my Virtual Memory usage at 193.24MB. Keep in mind, this is all before loading fully. Altogether, my project is 25MB, so I'm really confused as to why I'm allocating so much other memory. Also the Leaks profile tool doesn't show my anything.

    Anyway, does anyone have any experience with this? I'm not even sure if I'm asking the right people now since I haven't anyone else have this issue. Is it with Cordova? Any help or direction would be great. Thanks!

  • I've been looking for a push notification solution for PhoneGap and came across the one from It's a great plugin that works well, but it's integrated with PushWoosh and since they close off their remote API to non-paying customers, I decided to make a solution of my own.

    This plugin implements PhoneGap's PushPlugin code to retrieve device tokens. There are only two actions -- register and unregister. Register will register your device using whatever service is appropriate for your operating system and unregister will unregister you. Registering will return a device token which you can access though the DeviceToken object. There are five triggers -- an OnSuccess and OnFailure for both registering and unregistering as well as OnDeviceTokenUpdated, which will trigger when a device token is received.

    This plugin works with PhonegapCLI at the very least. Not sure about anything else. Here are some instructions about how to integrate the plugin to your project:

    https://github.com/phonegap-build/PushP ... stallation

    Since PushWoosh/UrbanAirship takes care of all the backend stuff like interfacing with the push notification services from Apple and Google, with this plugin, you'll have to find a server side solution that works given a device token. Personally, I wrote some PHP which sends the notifications when I need them to.

    This code has been tested and confirmed working on Android and iOS

  • Phonegap=100%SUCK

    Is this support Corsswalk?

    If not

    may you please add Crosswalk(IntelXDK build) support?

    Thankyou!!!

    I haven't ever done Crosswalk (don't even have it installed) but maybe in the future.

    In other good news, I just validated that it works to get the device token of iOS devices! Hooray! I'm going to push this to the completed add-ons board

  • Really? Where did you see that? I can disable it temporarily until the native browsers in Android/iOS are updated to support webGL and the OSs are proliferated if that's the case

  • I've been looking for a push notification solution for PhoneGap and came across the one from It's a great plugin that works well, but it's integrated with PushWoosh and since they close off their remote API to non-paying customers, I decided to make a solution of my own.

    This plugin implements PhoneGap's PushPlugin code to retrieve device tokens. There are only two actions -- register and unregister. Register will register your device using whatever service is appropriate for your operating system and unregister will unregister you. Registering will return a device token which you can access though the DeviceToken object. There are five triggers -- an OnSuccess and OnFailure for both registering and unregistering as well as OnDeviceTokenUpdated, which will trigger when a device token is received.

    This plugin works with PhonegapCLI at the very least. Not sure about anything else. Here are some instructions about how to integrate the plugin to your project:

    Manual Installation

    Automatic Installation

    Since PushWoosh takes care of all the backend stuff like interfacing with the push notification services from Apple and Google, with this plugin, you'll have to find a server side solution that works given a device token.

    This code has been tested and confirmed working on Android systems, but I don't have the hardware to test it on iOS yet, which is why I'm posting it here. Can anyone help me confirm that the device token is being received and can be read?

  • Thanks Sebastian. I don't have a piece of hardware that can use iOS8, but hopefully I'll get my hands on one eventually.

    Thanks for the suggestion LittleStain, but that demo also runs kinda slowly on my phone. It also doesn't have the ability to change colors, so I couldn't use it without WebGL anyway. And I know about the alternative to textboxes, but they're all rather clunky. If the next OS update doesn't have a big impact on how it performs, I'll try it out and see what I can do

  • I'm developing a game in which drawing is the main mechanic. To this end, I'm using the canvas plugin from the forum. It was working just fine on PCs, but it's very laggy on phones. Since I'm using text boxes, I can't really go with cocoonjs (currently using phone gap), so I'm not sure what to do. Ashley mentioned in another thread that the latest iOS and Android releases would run much faster, but I'd like to see if I'm over complicating the matter first. I've got about a half second of lag on phones for drawing and I'd like to pull that down significantly. Any ideas? I can post a capx if that would help.

  • Hey cranberry, I just started working with your IAP stuff on my Android phone. After putting it on my phone, I've got an error in my debug console saying "Uncaught ReferenceError: inappbilling is not defined"

    Do I need to download any additional plugins or add anything to my config.xml to get this to work? Thanks!

    [EDIT]: Turns out you need this in the config.xml: <gap:plugin name="com.smartmobilesoftware.inappbilling" version="3.0.2" />

  • I saw Kyatric post in the PhoneGap plugin about an official PhoneGap plugin coming eventually. I was wondering how soon that was planned on the roadmap? And specifically, if IAP will be updated to include PhoneGap support anytime soon.

    I'm basically asking if I need to pester cranberrygame to get theirs done or not

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  • > Cipriux

    > Good suggestion, Facebook and Twitter integration will be great works.

    > I'll look into positively but wait some time until more priority works end.

    > Thanks very much for your using Phonegap Admob well.

    >

    He is right..Facebook Plugin=many people expected(ME+1)

    Actually just updated his Facebook plugin to include PhoneGap functionality. You can grab it in this thread

  • I had a quick question about the plugin. The reason I don't want to use CocoonJS is because of its lack of support for textboxes and buttons. If I use this plugin, do I have to export to CocoonJS, or will it work for Ejecta/Crosswalk?

  • I've been working for the last month on a game, but it's full of placeholder art and graphics. I'm quickly reaching the point of development at which I need to make everything look professional. To that end, I'm looking for a UI or graphic designer to collaborate with on this project. I'm leaning toward a more pixelated style for easier screen resizing properties, but could be persuaded otherwise.

    You should be familiar with Construct 2 since I'm expecting all art to be in the program rather that after export. If this sounds good to you, either pm me with a quote or reply on this thread. If you have any clarifying questions, please post them here so everyone can see. I'm also open to partnerships.