superkew's Forum Posts

  • For convas exporting. No.

    Clay.io is working on one. And app mobi is also working on it.

  • Is it on iOS or android?

  • I think my js skills just aren't good enough, but I will try and get this done regardless, and hopefully come up with something decent. But if there is someone who can do it, I would greatly appreciate it.

    The topic is in-app purchases, Facebook, and cocoonJS.

    Facebook has a neat in app purchase system. Not available in C2 (yet).

    CocoonJS has a neat webview thing. Not in C2 (yet).

    I was hoping to setup a web page that can host the facebook in-app purchases, and then use the webview support by CocoonJS to show the page and therefore allow in app purchases.

    Cocoon allows communication both ways (to and from the webview). And there are samples. Based on my research this is what I have found:

    Facebook documentation: developers.facebook.com/docs/payments/build

    CocoonJS documentation: wiki.ludei.com/cocoonjs:extensions:basic:webview

    CocoonJS sapmle code: cocoonjsservice.ludei.com/cocoonjslaunchersvr/demo-list

    So it is a matter of stitching them together.

    Facebook also only allows in app purchases using their payment methods, so to get the game on facebook and charge for it, using their payment api is the only way.

    I have only been thinking about this today so far, so any comments and suggestions are welcome.

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  • Kastas, thank you very much for your feedback. I think the app is just running out of memory. When I have the game on web, or another platform, I will find a way to get you a promo code or something to make it up to you.

  • Thank you for the feedback. Could you try it after re-starting your device? It might be a memory problem.

    We tested on iphone 4 - is your ipod touch the same hardware specification?

  • Thanks for the support!

    I couldn't have done it without the forum. You guys all rock!

    Any advice or feedback is welcome, and don't feel bad about telling me problems or things you don't like.

  • At long last I can share my creation with the world :)

    I used C2 and cocoonJS, and we have successfully put our game on the App Store, and released an update.

    As a company, we are supporting the EWT (financially) in the fight against rhino poaching. I don't know how much the rest of the world knows, but rhino poaching is a serious problem in South Africa - and Africa as a whole.

    If you want to see the game (and hopefully download and spread the word) go to http://www.rhinohero.org/ and the app store link: App Store link

    We have big plans for the future, Android, Facebook, and in-app purchases as well as leader-boards.

    PM me for more info or suggestions!

  • The flickering is a big problem, I'm glad to see I am not the only one experiencing it.

    The lock screen on android causes big problems though. I have sent Ludei plenty of samples (video, images) that Samsung provided for us after rejecting our app. Hopefully they can sort it all out - I am being patient :)

  • I haven't actually cleaned it up, probably could be done with less code.

  • Initial scrolling

    <img src="https://dl.dropbox.com/u/19625130/scrolling1.JPG" border="0" />

    Function to slow down using recursion

    <img src="https://dl.dropbox.com/u/19625130/scrolling2.JPG" border="0" />

    This only does horizontal, but should be easy enough to change to all directions.

  • Interesting methods...

    I was only doing left and right panning, and got it to work quite nicely, almost got the flick part like a native ipad device or so.

    There is a touch.velocity property, and then use the touch object and allow the mouse to control it.

    For the flick/slow down, I used the function plugin with recursion. and halved the velocity each tick until it got to < 10.

    I'll try get hold of my example when I get home later.

  • This post makes me want to drink wine, or rum!

    nemo - how did you do the mask? Is it on the PNG itself, or in C2?

  • KMag I beg to differ.

    I have my game working on multiple aspect ratios and on android, ios, and desktop. No white space, no lag.

    It's a matter of being smart and working with what you have. We're working on cutting edge tech, nothing is going to be easy - and if it were, we wouldn't be able to make money off it.

  • I know what the problem is.

    The screen size changes for a few ticks at the start of the layout. So ensure that you don't get the screen size only once at the start.

    eg. I have a layout that uses the screen center to position an object, I re-set the variable every tick.

  • I'd probably use physics and 0 gravity, then apply forces with the key presses.