Halfgeek's Forum Posts

  • NW 0.13 and 0.14 are both excellent from my testing. Did not test 0.15 yet!

  • > No, I am still waiting for GreenWorks updated for the latest stable NW. I'm using 0.13, as prior versions has some major memory bugs for me.

    >

    ugh.. you have all the achievement art and looks all set up ready to go.. how frustrating to not have it working. Any idea if this will work for you?

    http://www.scirra.com/forum/plugin-steam-leaderboard-experimental-lobby-wip_t169653?&

    Yes that plugin should work. I tested some alpha for MadSpy and reported some issues, so he's fixed it. Glad that it exists as an option for C2 devs on Steam.

    But it's just something very vital, it should be included within C2 itself.

  • > latest greenworks doesnt support mac & linux unless Im out of date on my info, so thats why im stuck on the old one.

    > yeah I'm stayin put on nw 0.10.5 until I can be certain... although I hear the latest nw runs much better, so I'm torn.

    it looks like you have achievements in SN2, were you able to get Greenworks working with NW later than 0.10.5?

    No, I am still waiting for GreenWorks updated for the latest stable NW. I'm using 0.13, as prior versions has some major memory bugs for me.

  • You were basically not getting WKWebview to work with Intel XDK.

    Which is odd since it works well for me.

    Without WKWebView, performance is horrible on iOS.

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  • Oh yeah, 0.10.5 was the last time my MAC export worked, but even on that version, once you get over 1000 files or so, the game won't load. This problem is known for a long time and the Chromium guys haven't been able to resolve it at all because they blame it on OSX...

  • Did you add extra content/images etc?

    There's still a bug with MAC export, where if you have over a certain number of assets, the game fails to load.

  • I use Intel XDK (WKWebview) just recently and the App got approved by Apple just fine. Give it a try.

  • xmnboy

    There seems to be a bug with the minimum required iOS version setting. I've set it for 9.0 or 9 and it defaults to "8.0 or later".

  • The showcase should definitely be expanded upon, however, feature/highlight games should remain. Because I think they are excellent examples to promote new developers to C2 to strive harder to reach those quality status.

    It was The Next Penelope that really inspired me to push harder in C2, to set the bar higher and not just think of it as a simplistic engine for simple mobile games. I am very glad I did.

  • Focus on a stable that plain works. Smooth frame times, no bugs, and get Greenworks compatible.

    I'm perfectly happy to be "stuck" on one version for a long time as long as it's good.

  • OP, yes it can, and it's quite easy.

    It's all about the base sprite, making it glow with photoshop first. Use of adaptive blending also helps for some particles to give it extra glow.

  • Which version of NWj? Because 0.11 and 0.12 are notoriously bad for smooth frame rates.

  • I use arrays and also import/export the array values as json, which can be read with NWjs from a text file.

  • MikeMS

    Very impressive, looks polished and a cool take on the Battleship formula.

    Are you using CocoonIO Canvas+ or Webview+?

    I'm playing it on iPad 2 Mini, everything is very smooth, even your in-game advertisement (watch 30 second video ad for bonus coins!!), very nicely done, congrats!

  • xmnboy

    Yeah I figured to copy the game export files over and override the Intel XDK folder after a few times. Basically just replace the contents of the www folder with your updated game export.

    Overall it's a very streamlined process and the IPA works with Apple Test Flight.

    I'm pleased with the performance overall. There's an issue with Apple's WKWebView treating games using it as a website and so music gets streamed separately into Air Drop. What this means is there are lag/stutter when music tracks are changed. It also ignores "Preload Music". If tracks are changed rapidly, two tracks may play at once and cause instability/crashes. These issues can be work-around with your game design so it's not too bad.

    Performance wise, it's good, this is my PC game ported to iOS:

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    It holds 60 fps quite well even in big battles. The only dips are due to music tracks changing.