hollowthreat's Forum Posts

  • ArcadEd yeah I notice admob isn't working yet, however iAd is showing test ad right away.

    so both your banner & fullscreen ad are set to same CPM? $0.01

  • Anyone using fullscreen ad, can you please share what CPM you set in mopub? I'm trying to set up fullscreen ad, but should I set it low like banners 0.01 CPM?

  • Donut Pirate is my new take on endless catch & dodge, designed for casual mobile gamers! It's my second attempt on game design, thanks to all the support from C2 community!

    Please download Donut Pirate on iOS AppStore for FREE, have fun & feedbacks are welcome

    Donut Pirate Gameplay Video.

  • I'm trying to convert my game over to ejecta as new cocoonjs v2.0 is a downgrade in performance, but i'm experiencing audio issues, loop music at end or beginning is a couple of milliseconds too fast or slow, it just won't connect smoothly.

    also random noise in game, in my game its a high pitch noise.

    does anyone experience this??

  • Ashley sorry probably not web audio, it was the audio play rate feature i mentioned to you earlier, that played a big part in my upcoming new game, which isn't supported by ejecta, and i understand that'd be a lot of work to add that on ejecta.

  • Ludei are impossible to work with: they've previously made broad, sweeping breaking changes and been unable to provide a list of changes or ways to work around them or otherwise update old code so it still works. I literally could not figure out how to update the plugin, so I told them to maintain it themselves. Now open-sourcing it is a thinly veiled way of dumping it back on our laps, with the extra bonus of having completely broken it again.

    I am not happy with this. I will do my best to fix up Ludei's mess yet again since lots of people are already using it, but please, if at all possible move over to Ejecta - it's open source so we can maintain it ourselves and, erm, not completely break it every few months. Crosswalk should work well for Android too.

    i can understand your pain, and thanks for trying to fix it.

    i'll work with ejecta for future projects, but the previous ones will still need cjs support, at least 1 that i can't move to ejecta because the lack of web audio support.

    and i'm waiting for crosswalk to support google play service & admob(or mopub) support.

  • i'm using 1.4.7, and mopub seems very unstable? sometimes it loads right away, sometimes no ad for over 5minutes. my game use both iad & admob through mopub, and no iad showing in 2 days :/

    its difficult to report issue to mopub like this, somedays it works perfectly fine, somedays not, and they take days to reply.

    whats everyone's experience?

  • Well then I tried this(several times) and my working game just stopped working because it stays at the ludei flicker screen... the google play 24hr waiting time doesn't help my cause either.

    Darn.. I had high hopes for this update... ludei what kind of self respecting programmer pushes out a non working plugin that breaks more than it fixes! (i don't mean it as a bad way im just saying hey man that sucked)

    ArcadEd Thanx for your efforts on trying to make this work... they're greatly appreciated. I do agree with your previous statement that Ashley should be able to check if he can fix this and integrate it properly to C2 ... I think he's kinda swamped with work tho so I'm guessing if considered it'll go into the back burner... which leaves us right were we were... waiting...

    Oh well. **searches for his chips, soda and a JS manual just in case**

    Frankly I believe C2 should have an in house plugin to deal with such things.

    agree! Ashley should take over the cjs plugin, i need the new features from new plugin but it wouldn't work with my existing project.....

  • ....now what? who's responsible to fix this? my games are still rely on cjs export, and waiting for google play service for long time, now broke the whole thing? :/

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ashley ok, i'll check my events again, see if I made any mistakes, its probably difficult to reproduce the issue in 'minimal' project, the project i'm having issue has lots triggers in 'on start of layout', and miss trigger only happens on slower device, i'll give it a go anyway.

    btw, does the order of include event sheet make any differences?

  • Ashley no more performance issue after i restart ipad3, so its probably not a C2 problem, it was just weird...

    with further testing, now i'm experiencing miss trigger sometimes, this does not happen everytime so i can't understand why its happening, its the first trigger of a 'on start of layout', calling a 'function' from another included event sheet.

    testing on R167+fix, cocoonjs 1.4.7 launcher on ipad3 & iphone5, miss trigger only happen on slower ipad3, no problem on iphone5 so far.

  • Ashley updated with fix files, performance still much slower than r165

  • Ashley my issue is gone in 167, however the performance is much slower than 165. preview my game on ipad3 over cocoonjs 1.4.7 launcher, i used to get 'near smooth' 55~60fps, now drops to around 45fps.

  • helena I've experienced similar when I first trying ejecta, also avoid space in your folder name(also any folder above), what i do now is extract in osx, drag the folder on to desktop, open from there.

  • Here's the reply from ludei!

    [quote:1q5682sz]Thank you for the testcase. I've fixed the issue. The problem was related to RAF accumulation. CocoonJS has the "cancelRequestAnimationFrame" method but it seems that the browser also has the equivalent "cancelAnimationFrame" method, which is used by Construct2 (typical W3C/HTML5 naming issues...). For that reason Construct2 was not canceling RAFs, which were accumulated after each suspension.

    The problem is already fixed on the cloud 2.0.0. For the launcher, it will be fixed in the next upload.