Halfgeek's Forum Posts

  • It lost my webstorage as well

    but i only save high score variable so wasn't a major issue

    getting leadbolt ads working was really easy though

    thats what has been putting me off changing to crosswalk the lack of ads

    Lost your saved data too.. oh well, I can't lose my user's saved data, there will be a crap-storm as they find their game resets after an update.

    I hate the idea but i'll have to release a 2nd version with XDK, such a stupid situation with CJS crashing on so many devices.

  • Yes have done it today

    Updated my android game jetpack space miner from cjs to crosswalk.

    Wha do you need to know

    I use Webstorage, Set Local Key and store Global Numbers to keep track of almost all of progress.

    When I update to XDK from CJS, it resets the saved data, so the game starts like a new install.

    Did your game manage to keep saved data and if so, which save system did you use, Webstorage or Dictionary? etc.

  • Amazing what a real artist can do. Wish I had that artistic talent. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Also, on sale on Desura! http://www.desura.com/games/star-nomad-rpg-rts-sandbox

  • hmin It works, I recently retested it again on High DPI mode with the latest Xwalk/XDK beta compiler. The WebGL effects work really well. Now just waiting for Intel to update XDK with IAPs. Also since you're here, any news on Immersive Mode (100% fullscreen, removing the home buttons) support?

  • I have not tried to go back to a CJS afterwards but I did get the same issue with save games. Not quite sure why this happens =(

    Well I can't install an XDK update on top of CJS due to resetting people's save games, it would piss off users for sure.

    I really hate the current situation on mobiles, everything seems to be half there and we're still waiting... waiting... hoping.

  • My game has a smattering of physics objects rather than just a few basic sprites, and I agree that space blaster is a bit basic for systems testing. Interestingly in the debugger, when I change from Inspect to the Profile screen in Chrome, the fps marches up (from 30 to 50) and CPU use goes right down (50% to 15%). The layout doesn't have that many objects on it (170) and my laptop is super-powerful with an embarrassingly high spec. Meanwhile, in both Firefox and IE11, the same game plays in the debugger at a solid 60 fps with 12% cpu.

    The Debugger mode in Chrome has always been much more intensive, my game in debugger mode stutters, but in profile mode watching all the important metrics, its smooth 60 fps and 10-20% CPU used on my i5-3570K.

    Im still using Chrome 34 or so, haven't bothered to update.

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  • Hi,

    with IAP plugin of Construct 2 and exporting for Cocoon all work well, also restore purchases.

    I tested, few days ago, also Ejecta and with IAP plugin (not ejecta plugin) for construct2 and export to ejecta, all my purchases work well (consumable and not), but I didn't test restore purchases with ejecta.

    If you want I can test restore purchase with ejecta.... and say to you if work or not.

    I must be only dev with no luck on Ejecta.

    I follow the official guide here: https://www.scirra.com/tutorials/992/ho ... ith-ejecta

    Downloaded it from github as ZIP on my Macbook Air, extracted to Ejecta folder on desktop, added my C2 export game to it, configure name and bundle name, try to run.. XCode 5.1 report hundreds of errors, regarding Ejecta code saying its depreciated and no longer compatible.

    Can you give me a brief rundown on how you got it to work?

  • I don't care what they call it as long as a user can download and start playing your game without paying for it upfront, since that's a mountain of an obstacle for a new indie dev without a huge fanbase, asking people to even folk over $0.99 for your game when the rest are all free is a huge ask.

  • YES it works, tried it on the latest build beta, works really flawless.

    Overall, game performance is 30-60 fps and thats great for such a complex RPG/RTS with way too much particles & explosions.

    Come on guys, lets get that IAP support working!

    IntelRobert Do you guys know if its possible to implement Immersive Mode as an option?

  • I am fed up with CJS crashing on way too many devices and want to update to Xwalk/XDK, problem is the game is already published with a lot of users so far, so if I were to update, it has to go smooth.

    I tried doing it on my test device LG G-Pad 8.3, it installed on top of the old CJS version fine, but the game resets all the saved data! > I use Webstorage Local Vars to save all the progress.

    If you've done it I'd love to hear your experience on it.

  • You can remove the signature on the .apk exported by XDK. I had the same issue updating a CSJ app after updating and repackaging it with XDK to add online game modes.

    I did it by opening the .apk from XDK with winrar. Deleting the 'META-INF' folder.

    Then going through the usual steps of sign / aligning with old old keystore files from previous builds....

    I tried doing this with my game, updated to XDK apk, signed with the same key as the CJS game. It updated fine but it reset the saved data, I use WebStorage Local Variables to keep track of all the saved stats. Did you have this problem?

    Funny thing also happen now, my device cannot install the CJS version of the game anymore, it just refuses, install fail. Even after I uninstall the current XDK version game first. Really strange.

  • For Android & iOS (external compilers, but no programming skills required) you can certainly do Ads & IAPs. I'm not sure if its possible for PC & MAC, I tried to get it to work with Chrome but its currently not possible.

  • Well Ludei updated CocoonJS to version 2.0.2 with fixes for crashes on Samsung devices... but it still crash anyway.

    Nearly about there where I will throw in the towel with C2 and move to Game Maker or Unity.

  • Such a damn shame, this happens way too often.

  • There is a known issue with C2 => XDK for graphics quality, you need to flag in C2 Use High DPI to yes, it defaults to no. I encountered the same thing since I didn't mess with that setting and left it default.