glerikud's Forum Posts

  • I had to go to Crosswalk 10 because of google play was warning me it would delete my game from the app store. However all of the webstorage has been removed.

    I also did a test export with Crosswalk 10, but my webstorate stayed. So no errors regarding that on my end.

    If you think about it: As far as I know, the device stores the webstorage data from the game in the folder it creates based on the name you set in the Intel XDK (com.companyname.app). So if you release a new version of the game, it should still use the same storage. Correct me if I'm wrong.

  • Did you exported your project with Intel XDK? Also, did you include the Admob plugin in the XDK?

    For me, it worked from the beginning (test banners).

  • Would this be an alternative to your request?

    https://www.scirra.com/tutorials/318/ho ... ng-screens

    From what you describe, this could be what you are looking for.

    No, but thank you. What I'm looking for is a new option to change the default loading screen to only logo.

  • I'd like to request a small feature in C2:

    The loader style should have an option for just displaying just the logo. The loader layout has no real purpose in Android games (as far as I know), but the main loading still shows. As we don't have any option to change the style of the default progress bar, we should be able to disable it while showing some graphics or logo to the player (for that 3-8 seconds).

    I understand that it is important to give peedback to the players about the loading progress, but it's such a short amount of time on desktop or Android (where basically you don't have to download the game) that I think this rule can be ignored.

  • Nice game, great work.

    I only had one problem so far: It was confusing for me that I had to choose one control. I tapped and pressed everything, but no luck. Finally I realized that I have to tap on the words "Touch" and "Keyboard".

    The game runs so well in Chrome, I'd like to ask: How did you optimize it?

  • Thank you for the help. It cleared it up for me.

  • I just checked my Admob configuration and it sais that for every unit I have 1 source added.

    My question is: Will the default AdMob ad source be enough or should I add the tons of sources listed in the Admob configuration?

  • I'm planning on releasing a game in the next few days and (based on that this will be my first game on Google Play) I'm a bit confused about the images it's asking for.

    What do you suggest, how should I take the preview images for my applications for the different devices (telephone, 7" and 10" tablet)? I don't own all these kind of devices, so capturing them while running the app is out of the question.

  • One more question...will it be Windows only or will there be a Mac version?

    According to their website, the editor will be cross-platform.

    Beaverlicious it was said that the engine was made with the engine (sounds inception to me), soit should run on multiple platform as well.

    The editor is made with the engine, not the engine with the engine. No inception here I'm afraid

  • A website + forum are underway.

    Awesome. Looking forward to it

  • Thank you for clearing things up.

    [quote:1a9ox730]I hope that they don't want to follow YoYoGames' example.

    What do you mean by this? We'd love feedback on the pricing model. Not our major concern right now, but it will be pretty soon. One thing I know for sure, the free version will be pretty capable.

    I mean, that YoYoGames only allowed their keys to be activated 2-3 times. Not sure if that's still the case. Lot's of the C2 users love that you can use C2 (or even activate your license) completely offline. That is a good feature in my eyes. Not to mention the pricing modell YoYoGames uses. For a beginner studio to start developing games for Android the $99 pro version + $199 Android export module is a bit expensive. C2 may not be the cheapest option in visual game developing for desktop, but as soon as you see the supported export platforms it becomes a great deal (as far as I know, the best deal on the market).

    And if you ok with that, I'd also have a few suggestions:

    • Start your own forum very soon. The current one is a bit off and is hard to find.
    • Post updates to your website. Nowadays the users seem to be interested in the promising project's alpha stage too. It would do very good for your engine to let users know that it's still a living and constantly developing project.
  • The alpha testing is indeed a great idea. As for Windows XP... It's time has come to an end.

  • VIKINGS Thank you for descibing the problem and warning the community about it.

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  • Ashley Well, thanks for ruining my game Ash....

    You can't blame him, because you changed your project without first checking what effect will that cause. Not to mention not using C2's backup system.

    Next time I recommend saving the project with C2's backup system (2 or 3 should be enough), and if you have an acceptable size of cloud storage, you should save your project there (Dropbox has a 30 day file restore option for example).

  • I use C2 because:

    • It's easy to learn and use.
    • It's updated frequently.
    • It's based on HTML, yet, I can make games with it for any platforms (using wrappers).
    • C2 is a powerful engine. It's easy to do prototypes in, but if you want to make a complete, serious game, nothing stops you.
    • Scirra has a great policy and I like the way they treat the community.