RBuster's Forum Posts

  • It's good to know that. Could you share with us the procedures that you've adopted? Something simplified if is possible. Are you using phonegap/cordova or phone gap build? I tried to use cordova cli + xcode once and I got so many plugin errors that I gave up. Did you use plugins (ads/in-app/analytics/etc)? I'm very interested in this subject. I've the same issues that you (iPhone heating and draining battery) and I really want to fix them. Thanks in advance.

  • Sorry to insist, but as I said, I really want to use the chartboost plugin. I'm wondering if I can disable the audio before the ad starts to play (not only use "stop" action - I've tried it) and enable it after or if have any way to restore the audio when the ad finish, as already happens when the revmob ad begins. I need some temporary solution while waiting for a definitive.

    neverk

    Godot is really awesome. Thank you for have posted these useful links. I thought that I would be much more difficult. Okay, it's not easy, but as I know a little bit of Python, I can understand something about the structure of GDScript. After you start to create some scripts or even use other scripts of other programmers, you can reuse it for games with the same style, just changing the variable values. I've a question: I didn't find much information about how to create the applications. I know that I 'll need to export it. But in this case, how can I build, for example, for iOS? is it very hard? Could you point me some directions? Thanks in advance.

  • Three weeks ago the plugin was working normally and suddenly it started to interrupt the audio (music/effects) of my app. In my case, I'm using rewarded video of revmob and chartboost, alternately. When the chartboost video begins, the audio stop and only returns to play when the revmob video starts or if I restart the app. I would like to mantain this plugin and as I know (or I think) that it's not problem of C2, it will not be fixed for while. So, I wonder if is possible to restart the sound after the chartboost freeze it?

  • Hi mars1985

    I'm having this same issue with the chartboost videos? Did you solve it? I'm using Revmob videos with no problem. Thanks in advance.

  • I cannot remove the WKWebView plugin, because performance without it is utter crap, as it defaults back to the old UIWebView that is x5 or even x10 slower.

    I tested it in preview on UIWebView, my game gets 10-20 fps, with 99.9% CPU usage (cpuutilization).

    In Safari itself (WKWebView), it's 50-60 fps, with 50-70% CPU usage.

    Basically you do not want to publish without WKWebView on iOS, because the high CPU usage for sub-par performance means your game will destroy the battery life of these devices and make them run really hot. This is a very important concern for mobile gamers. You want to be as efficient as possible, getting high FPS with the least CPU usage.

    You are absolutely right. As I said, it's not the best solution, but I removed the WKWebview to be able to test the game. I don't have a performance problem, but my game is consuming much more battery and heating up my iPhone more than others.

  • RBuster

    LocalStorage/WebStorage will be deleted on iOS when the user's disk space is low. I used WebStorage for my game on iOS8+ and users reported losing their saves and it was a year ago, I found out that iOS is allowed to delete what it considers temporary web files, with WebStorage falls under.

    So I presume that I'll have some problems with the web storage soon.

    [quote:2ral9ixc]This is why they want to move to IndexeDB (new LocalStorage), as it's more permanent. There was a bug in iOS8 that still deleted it, but its fixed in iOS9+ and IndexeDB should be more permanent.

    But do you know if there is an estimated time?

    [quote:2ral9ixc]Maybe test CocoonIO if you have a small project, it's free for 2x 50MB projects.

    Sorry, but I don't really agree with the Ludei premises.

    [quote:2ral9ixc]Intel XDK would not even compile for me, it has problems with installing WKWebView plugins. :/

    Did you try to remove the WKWebview plugin from the plugin management? I know it's not the best solution, but you can do it just for build the app. It solved for me. AFAIK, the XDX update will occur very soon

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  • As the LocalStorage continues presenting problems, now with the variables, I decided to move them to the webstorage. After that, two questions appeared:

    • Can I continue to use local storage for the android version of my game with no problems, right? (I'm asking because I didn't test it yet)
    • Can I have any future problem with the web storage in the iOS version? Do I have to check regularly if the problem was fixed to migrate again to localstorage?
  • Asmodean, Kyatric

    I'm still making some tests, but so far the data wasn't deleted. I'm using both (local/web storage) as I said before and I didn't see any strange behaviour until now. I'll do some more tests during the day to make sure everything is ok. For while, I'm really grateful for the Asmodean's suggestion. If I don't come back here is because I hadn't any problem with this solution.

  • I never tried it, but I don't think that makes a problem, because WebStorage and LocalStorage uses different places to store their data.

    But be careful, session storage from WebStorage only lasts with the current browser session, you have to use local storage from WebStorage.

    https://www.scirra.com/manual/120/webstorage

    Ok. Thanks.

  • Asmodean

    Do you know if I can use both? WebStorage to store the array and LocalStorage for the remaining data?

  • RBuster

    'Local Storage' in Construct uses IndexedDB and it seem iOS has still some problems with it:

    https://gist.github.com/nolanlawson/08e ... 17a30c1b26

    Have you tried the deprecated WebStorage? Maybe that works.

    I thought about using WebStorage but I was afraid just because it's deprecated. But if it's the only solution available, I'll give it a try.

    Thanks Asmodean

  • It's not that problem. I had that problem in my game on iOS with with iOS8, it would wipe out localstorage when user device run low on disk space.

    That will always be a problem with iOS due to the OS itself having permissions to destroy non-system generated files.

    This bug is a new one. LocalStorage works FINE on Safari on iPad Mini 2 for me, does not work at all on Safari on iPhone 6 Plus. Same OS version, the latest.

    In this case, what kind of solution can I use to replace the local storage? The iOS version of my game was ready to be released.

  • I only tested with Safari preview over wi-fi, I noticed iPhone 6 Plus would not save LocalStorage properly.

    Did you use XDK or CocoonIO?

    Intel XDK. I never used Cocoon.

    Bad news. I found it: http://gonehybrid.com/dont-assume-local ... ybrid-app/

    Can I use SQLite with C2? Is there another solution to store data?

  • Arrays stored in LocalStorage keys as a JSON?

    Exactly. If I use the dictionary, it would change anything?

    [quote:3brix296]I do that too, it works fine for Safari on iPad Mini 2. But I did notice on iPhone 6 plus, it would reset. No idea why.

    I've iPhone 6 and surely it affects this version too. Is there anything I can do to fix it or do you think it has no solution?