part12studios's Forum Posts

  • its likely something will not work with android. you might get lucky. it sounds like you have a good solid method for doing things. I definitely have seen things work for one and fail on the other (ios vs android) so anything is possible and you won't know till you try.

    Might be good for you to make a tutorial that just outlines what you said but more explicit if/when you have time. I know I'd be willing to give XDK another look with some new insight on the subject. I've just banged my head against the XKD wall long enough to not be eager to come running back.

    Though I'm still pretty darn happy with Cocoon IO overall. MUCH smaller APK's alone are worth the price of admission. 2mb+game vs crosswalks 19mb+game

  • cool good luck! I wish more people could say they have had the same experience.

  • CDogs1964 sounds like you've found a unicorn combination. If it's working for you just go with it till it doesn't. However I will say it's still worth looking into at some point.. not just strictly from a plugin perspective but nice things like MUCH easier management of plugins, though with your luck the difference may not be appreciated.. a single graphic you provide gets turned into all the required icon sizes needed. if you've ever had to go into photoshop to do 72x72.. 96x96.. etc etc.. you know what I'm talking about. Also for people who favor making games for android, Cocoon IO makes incredibly small android games.. Crosswalk introduces 19mb + your game. While Crosswalk I've seen be as little as 2mb + your game.

    what version of XDK are you using? are you building 4.1.2 or 5.1.1? what versions of each of the plugins are you using as well? oh and what version of Construct 2? I don't really expect you to answer all that stuff, but what i've experienced

    I've used all of those plugins except facebook and have had them work at one point or another and then have them not work... except admob.. that one has been pretty damn steady through it all.

    the thing that has tripped me up and others I have spoke with is one day a plugin works then you update something.. or you don't update something and it breaks. heh. So it's just been, in my experience a moving target and sure a solution usually presents itself but if I'm working on a project for someone else.. up time is super important to stay on schedule.. not as much time to wait on someone to update something.

  • good thread idea AndreasR I will share stuff. i have projects pending right now. so hopefully i'll have something soon to show off.

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  • cool the less plugins the better.

  • STARTECHSTUDIOS what plugins are you using? XDK for me has been fine until I was needing to count on plugins.

  • chayd thanks for sharing that about buildbox. gamesalad i think is also more like buildbox.. easy to use, but very much a "walled garden" and the move very slow.

    in some ways this can be good though.. sometimes working within limitations can improve productivity. i must admit there are times i miss that about the games i made in GameSalad, but it's lack of features / lack of plugins / slow evolution drove me away because I had outgrown it.. but leaving that did leave some features behind that i miss.

  • yea it would still work.. what you're paying for are two big things (for the silver plan, which is what i have)..

    • 10 projects instead of 2
    • faster cue for compiling..

    so i guess if you let it expire then you'd go back to 2 projects. which ones you keep i don't know.. maybe the most recent ones.. but really if you're only doing 1-2 games.. you can use the free version.. really the faster cue time is nice but not like mega difference.

    I paid the $120 for the year mostly to support the service.. people using it for free really can't bitch about anything.. at least as a paying customer we're helping them keep going..

    so many people are accustomed to everything being free because of google or whoever.. they forget most people don't have billions of dollars in the bank.. they actually have to make money off their service.. so I'd like Cocoon IO to stick around and get better for Construct 2 users.. so I give support them

  • see next post.. server made a duplicate

  • yea localstorage seems to be working ok for me so far. I'm not doing anything too complex with that though my current project is using about 8 different local storage objects..

  • yea it's chugging right along. i'm sure no one is making big money with it.. but it's still releasing new games and Tim is as great as ever for support. I haven't had time to do more with it unfortunately.. but i would like to go back and try another game with it. Not sure when though..

  • well the reason they don't do this is probably because it really requires true emulation of a device (like you do in xcode) and this isn't open source for anyone to do. Android would be more likely a platform that could be easily emulated by developers.

    It does make you wonder if an IPA can be side loaded into an emulator.. I may need to look into that. Same with Android but seeing that android is usually my secondary market I'd like to insure iOS works before android.

  • ah ok cool we wouldn't have recognized that name. This is great. Thanks a lot gumshoe2029

  • yea it's fine just don't TOUCH the ads.. maybe once or twice.. but seriously don't do it.. if the ads appear the rest of it will work.

  • sometimes when an ad first loads there can be a hiccup.. it's usually only the first time.

    you must build and test on a real phone to see ads appear. there is no test mode that i know of that works with the cocoon io / cordova plugins it supports.