roboteka's Forum Posts

  • My first game uses 62 megs on iOS and I've seen it crash on people, who are using a lot of apps at the same time. Hell, it even crashed when the Touch Arcade editor played it in their stream last January using a brand new iPad. I was horrified! Gladly it worked the second time he tried, tho.

    There's really not much you can do, except designing small games that run well on mobile and testing the game you are building all the time with the lowest device you plan on supporting.

    In my experience everything above 100 megs could experience frequent crashes.

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  • Hey guys! Have you noticed the iOS Game Center is broken when building with 2.0.0 or later? It works fine in 1.4.7 and I was forced to downgrade with my latest Trambo-update.

  • I just got an update approved a few days ago using CocoonJS. Then again, I do not use ads.

    Sounds weird.

  • I just made a new build using the 1.4.7 and R173 and it seems to work fine. Thanks!

    Can't wait for iOS8 and Phonegap...

  • I reverted to CJS 1.4.7 to use Game Center and ads in my iOS builds.

    You got it working like that? Thanks for the tip, have to try it asap.

  • Hi there!

    Have any of you guys had problems with the CocoonJS iOS Game Center functionality lately?

    I just made a new build with the same code that worked flawlessly a few months ago - people successfully got their score to the hi score list. Now my game does not even connect to the Game Center at all. I used CocoonJS compiler version 2.0.1 and have activated the Game Center in the compiler settings and also through iTunes Connect.

    Does anyone know what's up?

  • This is very good news! It should bring a substantial performance boost to iOS devices, and should mean we can finally get rid of non-browser "wrappers" like CocoonJS and Ejecta completely, and move to WebGL-accelerated PhoneGap with a real browser engine and no annoying compatibility problems. With Crosswalk covering the Android side things should be looking pretty good by the end of the year...

    Aw yiss, I was just about to ask this... great news!

  • I have actually noticed the same thing happening with iOS-devices. Games made with C2 and CocoonJS tend to really heat the phone, I wonder what's up.

  • Ok, no prob! In my opinion it's best to make one "universal" event sheet where all the events that are relevant to all layouts run. Then it's easy to include that one to all the other where different events are needed.

  • You can include event sheets: https://www.scirra.com/manual/82/includes

  • Just keep going, dude! You will be a great game designer in the future, it is good to start young. Also, dealing with the feedback is an important part of making games. You are doing well.

  • I think we already had this kind of topic?

    Oh well, here goes - meet Trambo: https://itunes.apple.com/fi/app/trambo/id796329480?mt=8

  • 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 will definitely move over to Ejecta with my next project. However, I still have to update Trambo and it would be painful to switch exporter at this point, so this is very much appreciated.

    You guys are simply the best.

  • - that's nothing to do with CocoonJS, it's just it can't run the minifier. Check you have the right version of Java installed and that you don't have any broken third party addons. (A plugin with a syntax error for example might cause the minifier to fail)

    Yes, I think I got it - it was indeed a plugin... thanks!

  • Ludei make me facepalm. cancelAnimationFrame is the standards-compliant name and always has been, it's Ludei who invented a different name ("cancelRequestAnimationFrame") and broke it, yet they still thought it was the W3C's fault...

    Also (don't know if this is C2 or CocoonJS) r167 seems to have broken the CocoonJS export. I get this every time, with every project when I try to export to CocoonJS:

    https://dl.dropboxusercontent.com/u/459 ... JS_Bug.png

    What do you think?

    Man, I think we should everyone just switch to Ejecta...