Zebbi's Forum Posts

  • yes performance might be not as great.. but don't assume it means bad... different kinds of game logic and movement require different kind of performance.. i haven't seen your game.. but what i am saying is try it.. if you can confirm it works in one and not the other this helps give you ammo to go to Cocoon IO support and say.. "hey guys this doesn't work, can you fix it?"

    Webview+ didn't fix leaderboards and performance seemed virtually the same though perhaps slightly worse, can't be certain though, my fps counter looked very similar.

  • Also Zebbi you should open a thread on the game engine section of the cocoon io and share this discovery..

    1. it could help others

    2. it will help the cocoon io people see something is up that they should look into fixing.

    I was going to anyways, I've added it to my topic: https://forums.cocoon.io/t/ads-keep-cha ... econd/1588

    You'll notice I'm the only poster in that thread cause barely anyone else exists on those forums.

  • hey i got a tip from Sang Ki that might help us with some of these issues.. try making your game with webview.. not canvas + yes i know this might have other issues, but just try it. canvas + is a kind of hybrid creation of cocoon io..

    because it does do it's own thing in some areas.. compatibility problems with plugins / functions CAN crop up.. might even fix the refresh issue.. i'm going to test my screen capture plugin from sang ki now to see if that makes any differnce..

    Isn't the performance on webview worse than canvas+? I think we need performance to be at the absolute best it can be, it's slow enough trying to use html5 on smartphones as it is, very difficult to get solid 60fps for any longer than a second or so before it drops in canvas+.

    you got a tip from Sang Ki? how did you manage that?

    just remember that of course using webview or webview+ means the canvas+ plugin is no longer a thing..

    Not currently using it as I thinned my events down as much as possible to try and get ads working correctly.

  • interesting solution! so the difference here is saying hide it first.. then load it.. set the banner position.. and then show it? interseting you position it before actually showing it

    Well, I've always wanted it hiding then showing when the player loses, but for some reason this combination fixed it from refreshing and refreshing as soon as it gets a new ad. Can't get leaderboards to work whatsoever though and that developer app of theirs isn't any use, just told me that letterbox scaling is unsupported and loaded a bunch of plugins in the log.

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  • Zebbi actually i have experienced the same issue.. and it was causing some performance problems with my game. it seems to calm down after awhile..

    but yes I don't have a fix for that.. it might be something we need to bring up to Cocoon IO because that's the plugin i'm using for it, not the Cranberry one.

    I'm glad you said something because I was wondering if it was just me. I know that my condition is a one time trigger.. so i don't think my game is doing some kind of "load ad" over and over.. but maybe somewhere in the code of the plugin it is.

    Post something on the forum about it if you haven't already. I'll reply that I'm experiencing the issue too. I'm pretty sure the issue is the plugin. on the thread if you can too so i get pulled into the conversation.

    I will say that if you have a chance.. try the example plugin.. remember sometimes things dont' work right in our game but might work right in a basic example which gives us the proof we need that it's possible, just maybe our approach in our game is wrong (though it seems right)

    Thanks!

    Caleb

    Okay, I fixed it, I have absolutely no idea how I did other than spending hours and hours rocking between different settings, and this one works okay:

    -------------------------------

    Start of Layout >

    Hide Banner Ad

    Load a Banner Ad

    Set banner layout

    Character Dies

    Trigger Once >

    Show the banner ad

    -------------------------------

    Still refreshes it once first which looks unprofessional, but it's better than it was.

  • part12studios EDIT: I fixed a problem entirely by trail and error, this is what I was experiencing: "what's your experience with the ads plugin? I've got an issue on a layout where the ads are permanently refreshing every half second, and I have no idea what it is. Could be magic, could be the active layer, could be any number of issues, but I can't pinpoint what's causing it".

    I also can't for the life of me get leaderboards to do anything when they're called. Without Cocoon.io having a decent support community, there's not going to be much life in it for other developers. Hell, I've paid for a month of the basic just to get fast compile times but it doesn't do me any good if there's no support unless you pay top whack for it.

  • If anyone fancies building a complete working template that includes dynamic z-positioning, inventory, dialogue system and path finding walk areas, Id buy in a heartbeat. In fact, a plugin to go with this would be best, options for "talk to [chaaracter], pick up [object], which would sequence smaller events like walking to objects destroying them/adding to the inventory managed by plugin and walking to characters and starting the dialogue system, which could also be done via plugin.

    I'd pay quite a bit for a plugin/template combo like that.

  • exactly.. i do wish cocoon io supported windows phone.. but i do understand why they don't.. heh

    i wish windows phone would drop support for windows phone

  • Zebbi No i didn't figure out what was causing the problem. I've given up on getting it to work for the time being so I've left it out. I'm still hoping that I'll get it to work eventually but it's difficult if you don't know what the cause of the issue is.

    Is your Game Service in testing or published? Try setting it to published and see if that helps.

  • Well, I don't think we need native, we just need a good wrapper.

  • part12studios i think what you mean that C2 should acknowledge Cocoon.io as the first-choice exporter rather than XDK, since it technically supports it via Cordova, C2's position is that XDK is the best and first choice, which it quite clearly is and should not be, C2 and Cocoon.io should really work something out together since C2 has no way of building an app, it should think about seriously working with Cocoon and promoting it as a first choice.

  • For some reason, it's not working for me. I've followed the instuctions on here and have managed to get everything set up, but when i go to test the Google Play services, nothing happens. I've got it set up so that it logins at the start of the layout, but nothing happens and if i try to click on the leaderboard button, it does nothing.

    I've set up the Alpha and Beta testing on Google and have downloaded the Beta version of my game after publishing Google Play Games but am not getting anything. I know that it says that you can test Play services in Beta but has it worked for you in Beta? I don't want to publish the game until i'm sure that the Play services works first.

    Same problem here, did you work out what caused it? My services are in testing but the game is in beta and available to test in store, I've done everything like you say and nothing happens when I open leaderboards.

  • If you're talking about Canvas+, that has been officially unsupported for some time now, because it's incompatible with so many features it basically never works. So if you try to use it you are on your own and should not have any expectation of it working correctly. The Cordova exports which are based on real browser engines are the officially supported export options for mobile, and as far as I am aware, they are working fine for the vast majority of users.

    Cocoon.io seems to compile C2's Cordova exports for Canvas+

  • Zebbi sorry i missed your post in my replies. No believe me I think Scirra definitely should figure out some kind of iOS/Android publishing pipeline that is PART of the engine.. i'm guessing 90% of the C2 users and adopters are expecting to make games for mobile.

    I started another thread awhile back you can weigh in on here.. basically C3 NEEDS this. I don't care if they make the software $500.. they need it. Relying on any 3rd party solution is bad.. and exactly what we are experiencing is why.

    GameSalad did do that right. It had a lot of limitations but knowing that they had a pipeline to get your games to iOS/Android really helped me.. I was able to kick out games for iOS/Android.. serious releases in a matter of 1-2 months each.. it was a kind of golden era.. the reason though I moved from it was it's walled garden was too limited.. C2 is a a superior game engine on just about every level.. but asking C2 to take some lessons from other game engines doesn't make it bad.. just ways it could be improved

    One hurdle I've run into is testing ads for admob, CocoonAds doesn't seem to have testing mode for the ads, whereas scirra's admob plugin does.

  • Then do that.

    It's 100% quicker than arguing.

    You might check that there are no bug reports resembling yours.

    Chances are it's a known issue.

    Who was arguing?

    > Okay, is there a way to report this in a less official way without a capx?

    >

    No. After dealing with literally thousands of useless bug reports, you either follow the bug report guidelines, or your report is ignored.

    Done, new concise bug report in the forum.