Halfgeek's Forum Posts

  • Well whatever the NW bug on MAC is, did not occur in C2 v172 (what I used for my game on sale now).. so it seems to be 174+ (and whatever NW version it included) that has this bug.

    I just wish there was more due care taken when you update 3rd party software to newer versions, just test them first to ensure its not utterly broken before including them in C2 updates.

    Irbis I fully agree with you. As for the use the right tools for the right job jibe from what the heck are you implying? That C2 can't be used for a professional making a living making native games? I could have sworn that was what Scirra advertise C2 as, cross-platform, one code base, native programs or mobile apps.

    michael I also fully agree with all your well thought points. But the truth is that Scirra will not be implementing native exporters for C2, it's a HTML5 engine that relies on browsers. Fine, we all know that. Just devote some more time to ensure our native export options are functional, with vital features.

    We don't need more fancy features so much as we need the native exports to just WORK and with the ability to monetize our games. I hope they are working on including functional AdMob & Google Store into C2 with an official XDK plugin.. because if they are not, and expect us mobile devs to jump through 4th party plugins, ensuring it works on 3rd party wrappers.. i'm gonna abandon ship and my next games will be on Game Maker.

    ps. Linux native export is still broken after how long??

  • I think it's great. Definitely cheap for a starting indie dev.

    If I start on a another sci-fi game, I'll definitely keep my ears open for your work.

  • Looks fun, could be a great online deathmatch game. Fast paced chaos!

  • All my cocoonjs apps have been flagged in validation for that and have been approved no problem. Don't worry!

    That's good news. Hopefully mine will be OK too. I flagged it for iPad only and changed the code in Xcode, I heard some users could not get that to work and all CJS apps end up as Universal.

  • Would you mind create a tutorial for us? It would really help.

    If it passes the Apple review, I will consider doing a tutorial, taking screenshots showing the steps involved.

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  • Whenever I archive and then go to validate, I get an error about not having any signing identities. But I have provisioning profiles and certificates for development plus distribution.

    That's a problem on your end, you haven't done something with the cert and provisions right.

  • I tried it recently and it would get stuck after the Ejecta logo and blackscreens.

    Xcode reports a lot of code errors in the Ejecta module itself and depreciated code not compatible for iOS7.0+.

    So I've given up on trying to get it to work, went back to CocoonJS, at leas that runs fine all on the devices I've tested so far.

  • My games status is waiting for upload, is there any way to cancel that? I can't find the binary menu.

    Then upload it via Xcode. If everything is ready, Archive it, then submit. The validation will flag IDFA but submit anyway. It will be rejected once, then you will have access to the menu I am talking about, to confirm to them you are not mis-using IDFA or push notifications, then resubmit.

    It's not ideal but that is what other users have to do as well.

  • http://support.ludei.com/hc/communities ... ement-flag

    I posted that already and so have many other users. It's not a C2 issue its a CJS issue. They included Facebook SDK into their recent (post 1.4.7) builds, and its got code that uses IDFA & push notification (even though you do not use these features), so Apple detects it and ask why are you using those when you do not have the required permissions in your provision or AppID.

    What you need to do is log back in iTunes Connect, Manage Apps, and in the binary menu, select that yes your app does have IDFA but that its for a previous version. Then accept the agreement that you do not use those features or collect any user info. Then resubmit your app.

    It should pass and go on a review. I went through that last week. My App is under review now.. fingers cross it passes. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    ps. The answer at the official support isn't helpful because even if you activate Ads, it will still flag IDFA since Apple don't want people to use this method for Ads anymore.

  • I tried to see if there's a problem like this on my game Star Nomad, and I don't seem to have this bug. Tested on Macbook Air 2013 (the only MAC I have access to) with the trackpad as well as USB mouse and it runs really smooth.

    I did have users report to me that the game would crash on older Macbooks from 2009, which I presume to be the older integrated Intel GPU back in those days were horrible and probably no longer supported via drivers. This, I am OK with, because even on PCs, AMD & NV no longer support older video cards like the 5800 or GTX8800 and 200 series which are only ~5 years old!

    The game is on Desura (http://www.desura.com/games/star-nomad-rpg-rts-sandbox), here's a few keys for my fellow C2 devs, feel free to test it out on your MACs. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    J7IOS-TWIEQ-Z2HN4-K33A5-T2SI6

    RMYXF-PTBBB-GWPQ4-XQFSR-XWLVP

    T7NSJ-QYUWN-IF59O-8BQ6M-NG3N1

    JZGLH-VJELT-ICYEB-EJOA3-SJ0R4

    XHLZ9-AOTDU-BVKDA-F7DFJ-XSOKJ

  • >

    > > Everythink works for me, even admob Thank you very much Intel!

    > >

    >

    > How do you get AdMob to work with C2 & XDK?

    >

    > There's no XDK plugin for C2 yet?

    >

    and

    > Raiper341 Do share how you got admob working.

    >

    Nothing special, I only use this and theese nstrcutions: because this link of plugin is only interstitial ads

    Thanks. I saw that, but I just need banner ads & IAP. Hopefully C2 is updated with an XDK plugin that gives us these options.

    Edit: I prefer to use an official Scirra supported plugin cos I feel games that I make would be for long term and they need to be updated & compatible later down the road. So as a mobile dev, we already have to deal with 3rd party wrappers, I don't want to deal with 4th party plugins being compatible between C2 & 3rd party wrappers. If you get what I mean.

  • Everythink works for me, even admob Thank you very much Intel!

    How do you get AdMob to work with C2 & XDK?

    There's no XDK plugin for C2 yet?

  • What would be cool for IAP options, hats. Yes, hats or helmets for Hal, purchased via IAP or in-game coins players can collect as they play. They could have bonuses like slowing down his brain drain, or allow him to bust throw boxes (once per round) or run through the flames (once per round).

    I don't like the fact you can buy Golden Brains and keep on running it removes the core challenge in an endless runner game, and the pay-2-win aspect will turn off a lot of users.

    I think it's a fun casual game on mobiles.

    As for a design critique/feedback:

    Think how players would hold their phone, on the left hand, the right hand free to swipe or touch. But swiping means they have to place their finger on the screen and do a motion, when you do that, the finger&hand covers up the right part of the screen so you block out incoming visual cues. The running speed up really quick after awhile and that blocking of whats coming is a detriment to gameplay. Think a fast racing car game, if your hand block what you could see in front of you, you will crash often.

    If its a simple 2 small button on the right bottom edge (or anywhere on the right which doesn't block gameplay), ppl can touch the top button to go up and touch the bottom button to go down. By touching icons on the right edge, their hand is away from the screen & the finger doesn't block gameplay. It's also much more responsive than swipe up or swipe down.

  • You need to learn how to handle resolution ratios better because iPad is 4:3 and iPhone is 16:9 its wildly different and that needs to be at the core of your development from the start. If you go with Letterbox scaling, it will always put black bars to make it fit.

    If you don't want that, then use Scale Inner/Outer and design the app accordingly.

    Read tutorial here: https://www.scirra.com/tutorials/73/sup ... reen-sizes

    Once you figure it out, you can add code that scales your text font size based on the size of the device screen.

    You can do comparisons like ViewportRight(Layer) > X pixels (depending on your app resolution/window size & scaling), change the font size.

  • We need AdMob directly, NOT through a third party like MoPub or what not, just integrate the AdMob SDK and trigger calls directly to google's server. They handle fill rate much better.

    Saying that, using MoPub on CocoonJS, I have >90% fill rate from AdMob and the CPM for the past 5 months averages around $2. One of my game, a Flappy Clone (Flappy Sperm!!), had a lot of downloads and even though it doesn't work on half the devices out there that it should work on (due to CJS being crash prone & buggy!), it still generated a lot of impressions. So it earnt me enough to buy some Apple hardware to now test games on and try to put some bigger games onto the iOS store.

    I am hoping XDK comes through, but it seems they only support plugins, which C2 needs to incorporate in an update... no word yet on whether thats going to happen.

    If it doesn't, I am going to move to Game Maker since they do have proper mobile support that doesn't rely on 3rd party efforts.