CDogs1964's Recent Forum Activity

  • I am running it on Chrome. I do not get an error, but I click, the ball rises, and as soon as it goes through the hole, the game ends with a score of 0?

    One question: what are you trying to do on 37? Setting highscore ttext to Highscore&LocalStorage.ItemValue

    It looks like you are trying to concatenate 2 numbers...the new high score and the old one.

  • AndresR - Thank you!!

    Geforio - how did you implement using XDK? Did you try to add using the plugin manager or through additions.xml?

  • AndreasR - Thank you, but what do you mean by my "download area"? I'm not sure what you are referring to. Thanks.

  • I believe once you buy the plugins, you are entitled to updates, correct? How do you go about getting them? I bought them back in December and I am curious if there are any updates. Thanks.

  • part12studios I should mention it was not easy getting to where I am. You may recall me posting that I actually downloaded Unity at one point because of the frustration I was feeling trying to build within XDK. I think the biggest thing for me was the inconsistency when dealing with plugins. For instance, I mentioned that I use AdMob, UnityAds, Facebook, and Vibration plugins from cranberry. The only one of those I added to my project with the Plugin Management within XDK was the UnityAds. The other 3 are incorporated within intelxdk.config.additions.xml and they were not added correctly by default. Once I had them set correctly, I saved this xml file off so now my process is: Export from C2 -> Copy and Paste the saved off additions file on the Develop tab within XDK -> Build. (I wish there was a way I could lock down the additions file so I could just export and build.)

    Question: I have never even dipped my toe in Android waters, but I plan to. If I have this working fine for iOS, would you anticipate that I should be OK when I move to building for Android as well? Thanks.

  • part12studios Thanks for the input. I am about to start the process of getting the game onto appstore so I can have people test via TestFlight. I have had this this working for awhile and have tried to keep current. I currently use version r233 of Construct 2. I am using version 2893 of XDK. I am building 5.1.1.

    I purchased the Cranberry plugins on 12/29/2015 and I have not updated since. (Have there been updates?) Looking at the directory...

    Vibration 1.0.7

    Facebook 2.0.28

    UnityAds 1.0.4

    Admob 1.0.99

    Sorry for the delay in getting back to you...busy week.

  • part12studios Have not been on the forums much and just reading this. I am using XDK and I have not had any build issues in awhile. I'm using cranberry's Admob, Unity, Facebook, and Vibration plugins. Would you recommend I switch over before publishing to stores?

    What problem are you having with LocalStorage? I use it with XDK and it works fine. 40+ values.

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  • Are you using Load Image and is it working? I use it in a game I am developing and until a few days ago, it was working fine. It does not seem to be working anymore.

  • ondraayyy I have been testing on my own iPhone by installing the ipa directly. I want to allow others to test via TestFlight. Do I need to create a different provisioning file/certificate to do this? Also, if I am allowing the player to post to facebook and Twitter, do I need to enable Push notifications with the Apple id? (Surprised there isn't a TestFlight tutorial on here.) Any help would be greatly appreciated. Thanks.

  • fiepaper - Did you download my capx and look it over?

  • I completely agree As much as I enjoy working on games, I am not doing it as a hobby. I plan to make some money on what I create!

    FMFM "Now, canvas goes to wrong size on an iPhone)." - Is there a forum discussion on this? I am seeing this as well. Out of nowhere, my game seems to magnify and only a portion of it fits on my screen.

  • syavah Did you move your issue? I am getting the same issue. What do they mean by push notification? Thanks.

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CDogs1964

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