Juryiel's Forum Posts

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  • One of the games I've been making in C2 needs the ability to adjust playback rate of sounds. Because adjustment is done gradually and takes on a very large number of values it is not possible to just make different-speed sound files.

    Unfortunately mobile chrome (and I think iOS Safari) do not support playbackrate (chrome issue here: https://code.google.com/p/chromium/issu ... 20Modified )

    and to them this type of stuff is very low priority, unfortunately one of the main drawbacks that hamper C2.

    I was wondering if there's some sort of way to do this without relying on the HTML5 Audio implementation that would work on both iOS and Android. If you have any ideas let me know <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Problem Description

    Cannot change users in Google Play Services from within C2 game. Not sure if this is a bug in google, C2, or just no provided ability to change users with the API.

    Steps to Reproduce Bug

    Sign in as a user. Sign out. Attempt to sign in again, and it remembers the last user. So user cannot be changed. Only way to change user is to sign out from a different google application / google plus.

    Expected Result

    When signing in, should be able to input user credentials.

  • This seems to have resolved itself. Today, scores I had tried to previously submit yesterday appeared on the leaderboards on their own, and I can now submit and retrieve additional information. I changed nothing so I guess maybe something on google's end.

  • Bump

    Anyone use the Google Play plugin who can help?

    Apparently all I can seem to do is log in, not submit any scores / achievements, etc.

    The game is in 'Ready to Publish' (but not published) stage in the google play dev console.

    I log in with my tester accounts to try to submit scores or retrieve various information, none of that works, even though the plugin reports it as successful (the success trigger triggers)

    I've added the correct client ID, App ID, and Secret

    For credentials in the dev console, I have both localhost and localhost:50000 in both the 'origins' and the 'redirect' boxes. I'm trying to use the preview obviously to do the testing which is why I have those.

    I wait for the plugin to finish loading before anything else happens (all other events are in a disabled group that only becomes enabled when Is Loaded returns true)

    Anyone who has successfully used the GooglePlay plugin and can help would be appreciated

  • I'm trying to set up google play services. I followed the tutorial, and I'm able to successfully log in users, but there's an issue with changing users. I'll try to explain:

    1. If you're not logged in at all, and you click the login button, it will pop up the google login window and this will work fine.

    2. if you've logged in before, it will automatically log you in.

    Ok so far so good

    3. If you click log-out C2 seems to think it worked, but then, if I click log-in button again to try to change users, the login window that pops up is either blank (in IE) or quickly auto-closes (Chrome).

    4. Even after logging out, if I refresh the game preview, it will auto log-in as the person who logged in last

    How can I get the log-out function to work so that new users may log in? The ONLY way I have found to do it so far is to go to a different google website and logout from there, then and only then can a user change in my game.

    If any additional info is required let me know.

  • The Ejecta thing seems promising (ugh I have no mac ) for iOS since scirra will have some control over improving it since it's open source. Maybe something will come of that. I'll check on it in a few months see how it's doing.

  • Looks like my collection of monkey-related paraphernalia will not be growing... this time

  • It's impossible to write software without relying on third parties. All modern software development requires relying on additional libraries written by other people. It is actually quite a difficult challenge to write some software that does not rely on any third party code, and it would look something like a custom-written OS that boots to a DOS-like prompt and would not really do anything useful. A native exporter would just rely on different third parties. In particular I'd anticipate buggy graphics drivers as a particular weak point of native platforms; browser vendors to a lot to work around driver bugs where possible in their engines, and where not possible the GPU blacklist ensures things at least work. (While the resulting poor performance can be frustrating, the alternative often means maddeningly mysterious crashes and glitches that can totally ruin the game, so slow but working is actually the better option.) Then there's OS fragmentation (very problematic particularly on Android), compilers/development tools to rely on, more OS-level libraries that may have various issues, and so on. So I don't really agree that a native engine relies any less on third parties at all; it just relies on different technologies, and that doesn't prevent you from getting screwed by the crappy work of some other vendor, graphics drivers being the perfect example of that.

    It's clearly a matter of degree. The more pieces out of your control the more problems especially at the level of exporters where controlling them would give a lot more power in even implementing workarounds for other peoples' bugs including some driver bugs etc. Obviously you will never have 100% of the control, but you can have quite a bit more by controlling export. But even so, the main problem with third parties is, as I said, that they don't make us a priority since we are not their customers. If NVidia gives bad drivers for cards users paid them for, those users will go there to complain and NVidia will respond in some way. Going to Ludei does not seem to have this same effect, especially since I didn't give them any money. I'm sure there's other intermediates that don't respond to users but may respond to developers etc. So maybe that's what you guys should do instead, work with these third parties more closely. I do think that in the very very very long term there will likely be some tool that is robust enough. But that is just so uncertain that putting effort in C2 right now doesn't seem worthwhile, since there is no idea of when it will come. In the end, I don't know, you have a lot of theoretical arguments and reasoning but in practice things don't seem to be working out anywhere near at the level of C2's competition and I think that's really what people care about. Maybe this will change.

    Anyway the new game I'm playing now is to see whether I finish my larger unity project before C2 export is in a state where I would feel proud to put out my games

  • This is now fixed on my device. Also I guess maybe having medium precision shaders as an option could be good for performance?