hollowthreat's Forum Posts

  • like Kyatric said, you dont ask for discount when you are buying a packaged meal.

    and its unfair to compare C2 with GM, there are things C2 can do that GM cant, both ways. but if you like C2 & html5 is all you need, i think the price is very reasonable!

    there are some similar tools out there, but i dont think its appropriate to name C2 competitors here, if you want something cheaper, you just have to google harder and find it. theres one on mac thats free to publish on web, but is it as good as C2? your call

  • Ashely thanks for your reply, good to know theres no consequences! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • danno55 you should read tutorials on both side, C2 tutorial section has instructions on how to export to phonegap & cocoonjs....etc, and also read documents on 3rd party side.

    bear in mind, export & publish to ios at the moment is probably more difficult than building your game in C2. 3rd party services are out of C2's control.

  • same error shows up on my chrome debug. (game still runs fine)

    using r142

  • >

    > I just don't like the idea of being dependent on a third party solution.

    Construct 2 itself is a third-party solution to programming games.

    If you want to avoid those, you should code it yourself in native language.

    >

    > Perhaps you could reconsider to offer out-of-the-box support for both iOs and Android. Ludei has proved to be quite troublesome for me so far, and for a while there jeopardized our project.

    It will probably be years before out-of-the-box support for anything is added. Like I mentioned, making the game yourself in native language will provide all the solutions you're looking for.

    i cant agree with you, there are at least two C2 competitors i know that is 3rd party solution(drag n drop game maker) and provide their own solution for android/ios export.

    its probably others have more staff and resource than C2, i know C2 is a small team, i bet Ashely would want a full solution rather than rely on 3rd party mobile exporter(that doesn't really work).

    i'd suggest Ashely to make the ios/android export feature available on free trail edition, so they know what to expect when they try to export mobile, i choose C2 because i like how easy it is to work with C2, and the intuitive UI when i test out the free version, but i didn't know mobile export would be a nightmare! now i paid full, 50% into my ios project, still worrying that this project can not deliver by C2 <img src="smileys/smiley5.gif" border="0" align="middle" />

    Ashely i love creating on C2, and you guys are genius! but please look at the problem with C2 mobile export!

  • blackhornet it works! thank you so much <img src="smileys/smiley32.gif" border="0" align="middle" />

  • i'm trying to make a sprite1 pin onto another rotating sprite2, that suppose to make sprite1 rotate too, but it isn't... is this a bug or am i doing something wrong here? (i did set the pin to 'position & angle')

    i've attach a capx example dl.dropboxusercontent.com/u/71572501/rotate_pin_problem.capx

    any help would be great! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • goldentreee thanks for your reply, i noticed the simulator is not so reliable, response differently on every device setting... now i know ejecta is my solution, i should really get an developer account, excited! :)

  • goldentreee you r right! i got the stable version to work on xcode 4.6.3!! yay! and getting 30fps in simulator, i guess thats okay?

    touch control isnt working properly on iphone simulator tho, ipad is fine, weird.... and i get white bar on bottom and right side of 4" iphone simulator.

    i'd also like to point out some problem i experienced before, some might run into the same problem as i did... you cant have space in your folder name when you run EjectaXporter_2d, also no space in folder name in xcode, sometimes it gives me errors on cant find some files in ejecta folder.

  • i hope its something to improve mobile support! <img src="smileys/smiley19.gif" border="0" align="middle" />

  • goldentreee thanks for the export tutorial! <img src="smileys/smiley32.gif" border="0" align="middle" />

    now i know i did everything right, just need xcode 5 hehe

  • 0plus1 i'll keep that in mind, my ideas are all casual games/mini games, so probably suits ios better, if it didn't work on ios, i can probably easily export for desktop, thats worst case scenario haha   <img src="smileys/smiley18.gif" border="0" align="middle" />

  • 0plus1 thanks for the reply & making C2 ejecta!! i should really looking into getting the developer program, i'm just a little skeptical if i can really make a game, first attempt & no programming background <img src="smileys/smiley17.gif" border="0" align="middle" />

    anyways, keep up the good work! hope C2 adopts ejecta!

  • Sheepy thanks for your reply! folder looks like this below, i'm pretty sure i got it right, read the help over and over a few times to figure out... i've notice the latest ejecta build is for xcode 5.0, maybe thats why i got that error, i'm on xcode 4.6.3.... havent enroll to developer program yet, since i havent complete my game <img src="smileys/smiley5.gif" border="0" align="middle" />

    <img src="http://i40.tinypic.com/2zz2urn.png" border="0" />

    and i agree with you, C2 need to look for a more reliable way to publish on ios, i'm sure there are many like me who bought C2 for ios target only!

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  • i'm trying ejecta for the first time, not sure what have i done wrong, i try to simulate run in xcode, and i get build failed, error msg as "The document "MainWindow.xib" could not be opened. Could not read archive."

    a bit confuse where i put the App folder, in my project folder, i have 'App', 'Resources', 'Source' & Ejecta.xcodeproj in the same folder, is this correct?

    any idea what may cause this error? any help would be appreciated! :)