Sisyphus's Forum Posts

  • Sisyphus

    Thanks for your reply

    can you please tell me when the fix can be available ? any workaround for now to save my game on google play store and get rid of this alert ? any update coming soon ?

    Relax, google will not remove your game right now, and i'm not sure that they got somekind of timer, i'm sure if they will want to remove it, they contact you with a last warning or something. There's no workaround or fix yet, and i don't know when this stuff will be fixed, or if it will be fixed at all.

  • EstudioCelula3 Come on guys, you can't search forums? Crosswalk 10 crappy performance is a known issue that intel's guys are trying to fix here. And open SSL in crosswalk 7 is broken, not because it used to scam people, 10 pages thread about openssl issue, it is also a known issue, intel wants everybody to update their crosswalk builds, but crosswalk 10 has very poor performance on many devices, but they are working on it.

  • You're HTML5+JS expert.

  • Hey guys, more news about cordova-ios 4.0.0 and wkwebview, official release dates (April 2015) and more LINK

  • Sisyphus i think your thinking about google play where you cant have apps more then 50MB without expansion files. C2 has no size limit

    Nope, in my post above there's a rule from itunes connect developer guide that says that executable file must be less than 60mb, but if damjancd published bigger games, it looks like all exporters are not packing everything into executable. So the limit for ios is 4gb.

  • Is it possible that it is a problem with the Audio plugin again? All I changed/added was a new layout and audio.

    It happens regularly on Chrome PC and Safari on iOS for me.

    Just file a bug report with a .capx that reproduces the problem, and Ashley will investigate the reasons of the problem.

  • Sisyphus, I've played 1.2gb apps on the iphone

    But eventually I will compress the size on the iphone version, budget here there etc.

    Well i know that there's apps larger than 100mb, but all assets are not packed in a single executable in them, as i understand c2 can't export like executable+bundle, c2 exports only executable and everything is inside this executable. Here's page 77 of the iTunes Connect Developer Guide from February 12, 2015

    [quote:2ibf6r9s]iOS App binary files can be as large as 4 GB, but each executable file (app_name.app/app_name) must not exceed 60 MB. Additionally, the total uncompressed size of the app must be less than 4 billion bytes. However, consider download times when determining your app’s size. Minimize the file’s size as much as possible, keeping in mind that there is a 100 MB limit for over-the-air downloads.

    I don't know, maybe my understanding of how c2 exports work or of apple's rules is wrong, i just didn't saw any c2 apps larger than 50mb.

  • Ludei's webview or webview+ still uses some default cocoonjs libraries, so the only way to export to ludei's webviews is cocoonjs export option.

  • Does setting the linear damping work around it for your game?

    Nope, and i don't think there's anything to do with linear damping, when you set it to 1 in the example, objects just starting to fall slower, and when the crossbar is touching the triangle, the force of falling is not enough to make the triangle pierce between crossbar and wheel, just apply some force to crossbar, or set gravity to higher value, and you will see that linear damping doesn't help at all.

    In all of my projects that uses physics, linear damping has no effect on joints, objects just going slower, but if they hit the ground or walls and the force is enough, they are moving from each other. Here's 2 .capx to prove, linear damping on Sprite3 is set to 1, and a little force applied on it, in box2dweb the car is like a stone, in asm.js the triangle pierces car.

    [attachment=1:1x3oqfmr][/attachment:1x3oqfmr] - box2dweb

    [attachment=0:1x3oqfmr][/attachment:1x3oqfmr] - asm.js

  • Attach a Capx

    as it's an editor issue, and happens even in new blank projects, no capx attached...

    Better attach the .capx, otherwise Ashley will just close this thread, even an empty .capx if it's just an editor issue.

  • > My games looks okay on both platforms. It will be a lot easier to help you if you post a screenshot here, or just give more info.

    >

    if you set the same size with this imgs, you can find, quality in ios and android are defferent, ios is most better then android

    Ah, yeah, i understand, your project is the same but you are using 2 different browsers, iOS safari and android's stock, well you can't do anything to make these browsers perform perfectly identical, this is because android's stock browser, it's shitty on most android systems, use chrome for android or firefox, i bet your project then look the same on both platforms. Or you can export with phonegap or any other mobile export option, then your project will 100% be the same on both platforms.

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  • I still use Box2dWeb because of collision disabling which is a big part of my game. Curious when AMS.JS will get an update of this.

    You can disable collision in asm.js from r196.

  • Oh dear. June is too far away for our release date. I guess I'd have to find a way to package the app in less than 200mb for CocoonJS (it's about 800 right now)

    Sorry, your app size is more than 200mb? How you gonna distribute it? Apple rejects apps if .ipa is more than 100mb, google applies only no more than 50mb apk's.

  • ELI5 that for me since I don't quite understand.

    Does that mean Apple will integrate their fix soon?

    No, it means that guys from Apache Cordova are going to integrate the workaround for the WKWebView bug and other bugs in cordova-ios 4.0. That means that we can use WKWebView with Phonegap (Adobe's cordova) or with Intel XDK when they release it. But i don't know when they release this new cordova, they got new version every 3-4 months, so maybe in june?

  • game will jitter while ussing AdMob banners.

    Why?