MPPlantOfficial's Forum Posts

  • That is awesome. Did you do the art yourself?

  • I test 3 times with plugins: official (with latest construct 2), cranberrygame (latest version) and this guy

    Josek5494 ()

    and the results are:

    - Official plugin can build with intel xdk without errors but gives me black screen when i test it on device.

    - Cranberrygame can't build it with intel xdk.

    - Josek5494 is the winner for now!

    I think c2 team and cranberrygame can check and fix the issues.. if they want of course.

    Cheers..

    Hello odiusfly. How did you make Josek's plugin work? I simply used the standard C2 Admob plugin and got Josek's plugin in Intel XDK.

    I tried exporting Josek's plugin folder to the C2 plugins folder but for some reason it wouldn't open.

  • Great! Finally some up-to-date information!!!

  • Hello! After going through a little bit of optimizing, my app went from 256 memory use to 132. How can I further lower this?

    Would you suggest a complete resizing of all images? My average sprite size is 600x600 px reduced to 200x200 to fit 480x640 screen.

  • What about "Ghost Shooter" that comes free with C2?

  • There's definitely potential in that but make the player actually NEED to toss the box every now and then.

    Possibly put a timer on how long the player sprite can hold the box before is become "exhausted" or something to that effect.

  • Hello again, Scirra.

    Not a Bump, just a quick update of what I've done so far.

    I deleted the IAP plugin in my CAPX and re-exported the file and after importing to Intel XDK, I was able to FINALLY create and build omitting the:

    cordova-plugin-payment-app

    cc.fovea.cordova.purchase

    plugins.

    Now I guess the question is what are the current

    UP-TO-DATE

    plugins I should use?

    I'm guessing the "cordova-plugin-payment-app" one is up-to-date.

    The cc.fovea.cordova.purchase on the otherhand, I cannot get to work no matter what I do.

    I even did what was posted here:

    http://www.html5gamedevs.com/topic/1257 ... omplished/

    but the build was always failing.

    Advance thank you to people actually reading this post. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Hey guys, I'm almost there!

    Managed to narrow all Intel XDK Build errors to just one~!

    It's the:

    "Error: Plugin Purchase failed to install."

    one

    Plugins present:

    cordova-plugin-device

    cordova-plugin-splashscreen

    cordova-plugin-admobpro

    cordova-plugin-extension

    cordova-plugin-payment-app

    cc.fovea.cordova.purchase

    BUILD LOG:

    Building a Cordova 5.4.1 application.

    Using platform cordova-android 5.0.0.

    The application name is "____________"

    The package name is "______________"

    Preference android-signed set to true. Application will be signed.

    Using Crosswalk Embedded 16

    Plugin "cordova-plugin-device" (1.1.1) installed.

    Plugin "cordova-plugin-splashscreen" (3.2.0) installed.

    Plugin "cordova-plugin-extension" (1.5.1) installed.

    Plugin "cordova-plugin-admobpro" (2.18.0) installed.

    Plugin "cordova-plugin-payment-iap" (2.0.51) installed.

    Error: Plugin Purchase failed to install.

    Plugin "cordova-plugin-whitelist" (1.2.1) installed.

    Plugin "cordova-plugin-crosswalk-webview" (1.5.0) installed.

    Thanks in advance for the help guys! So excited to finally see my game APK form haha...

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  • Let's give this one a bump. This "com.mcm.plugins.androidinappbilling" has been giving me a headache since this morning. When I finally found the plugin, it WON'T INSTALL!

  • I think this post DESERVES A BUMP even though it's been less than 24 hours:

    I found the solution to this problem.

    Notice in my first post I listed the plugin: "com.smartmobilesoftware.androidinappbilling"

    Well apparently, that plugin shares the same repo as the one we're looking for.

    To those having the same problem, here's what you do: Keep fetching plugins from that repo until you get the "com.mcm.plugins.androidinappbilling" one. Apparently that repo is shared by 4 plugins so attempting to fetch one results in fetching any one of the four.

  • Plugins present:

    cordova-plugin-device

    cordova-plugin-splash-screen

    com.smartmobilesoftware.androidinappbilling

    cordova-plugin-admobpro

    cordova-plugin-extension

    cc.fovea.cordova.purchase

    REASON FOR NOT BUILDING:

    Error: Plugin com.mcm.plugins.androidinappbilling failed to install.

    com.mcm.plugins.androidinappbilling

    ^Tried looking for this damn plugin but it doesn't seem to EXIST!!!!!

    Here's is the repo: https://github.com/maxmoore14/AndroidInAppBilling.git.

    EVERY damn time I try to look for this thing XDK cannot find it!

  • Once a APK is signed with a keystore and uploaded to Google Play, Google will not accept APKs with a different keystore. If you lose this keystore, YOU CAN'T UPDATE your apps never again.

    I hope I helped.

    Regards

    Which is exactly why I don't want this crap yet. I'm making a TEST version of my game.

    I created the "Keystore" with a name: "[MyGameTitle]Test"

    As long as this isn't the one I UPLOAD to Google, can I create another build for my game using another Certificate?

  • I was finally able to get my game to emulate on INTEL XDK.

    I was also able to stabilize the whole "plugin" situation by fetching older versions of the cordova-admobpro plugin. Launch icons and Splash screens are done as well.

    I was about to create a build for my game when Intel XDK said I have to create a "DEVELOPER CERTIFICATE."

    When I proceeded to attempt to create thing thing suddenly I'm required to create something called an "ANDROID KEYSTORE."

    What the hell is all this? Will I have to remember all details I put into this "certificate" later when submitting my game? Right now I just want to create an APK to test on my phone; nothing permamanent yet as I fixed a small bug in my CAPX file again.

    I am using this tutorial: https://www.scirra.com/tutorials/4848/h ... alk/page-5

    as my main guide for exporting and there is no mention of this whole "CERTIFICATE" thing. >: (

  • If you guys find the plugin just let us know.

    Thanks in advance!

    Try this one

    for now. Untested though as I have yet to buy an Apple Dev License.

  • Hey guys.

    I'm very excited to say I was finally able to test my game via Intel XDKs emulation.

    I'm still trying to figure out why my game won't preview over a local network despite following all instructions written in the tutorial

    Finally got the damn thing to emulate by UNCHECKING Construct 2's built-in option to export already in XDK for and using this guide instead:

    https://software.intel.com/en-us/xdk/fa ... www-folder

    Now during emulation I encountered some problems.

    The first one being LAG.

    I included an EVERY TICK set Text to: "fps: "&fps&newline&"Cpu: "&cpuutilisation&newline&"Mem: "&ImageMemoryUsage

    and during my runs via "Run Layout" I've gotten consistent

    fp: 58-60

    mem: 264.4

    but while emulating with the "Samsung S" option it got as low as:

    fps: 45ish-58

    mem: 480

    Now am I wrong to assume the lag isn't caused by the device models but by my computer's limited capabilities?

    It's probably my computer's fps and mem that are being displayed and not the "device's"

    It is afterall simulating how a device within a device.

    I'm using a relatively modest i5 laptop 2.5 Ghz Nvidia GEForce GT 635M. 2011 model.

    It can however play Bioshock Infinite with no problems.

    Now my second problem is really strange. For some reason, while emulating in Intel XDK the MUSIC IS GONE.

    I checked my CAPX file and the music still exists. What could be the reason for Intel XDK not playing it?

    I will probably be creating an apk soon to test with devices.