I'm using official IAP - just as a "remove ads" button. Still in google play Alpha mode, but so far it is working just fine. Tested on Samsung Galaxy S3 and Sony Xperia Z2
or without a variable -> Y = loopindex*32
How big?
When I'm going between layouts (main map <-> sub maps) On leaving the layout I'm saving to a Dictionary:
and then on loading next layout I'm loading everything back from that dictionary - that is really 1 huge dictionary. And it takes max 3 seconds to save and load on my old Samsung Galaxy S3 mobile, on PC it's instant.
So I don't know how big stuff you must have to tak a lot of time to save/load.
Here's array solution
To save
On key S pressed -> Array: Set value at 0 to Tilemap.AsJSON
To load
On key L pressed -> Tilemap: Set JSON string from Array.At(0)
and that's it.
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You shouldn't do that. Exporting your games to dropbox is good if you want to test it yourself or with few friends only. If you make your game publicly available for everyone then your db account may start having issue with traffic etc. and may make your db stop working at all for few days.
I was doing almost that, saving a tilemap as json to dictionary or array, and then load it when I need it - on same or different layout, without any problems whatsoever (did not test with newest stable C2 version). So probably there is a problem in your events, cause I don't think Ashley changed something in tilemap recently.
If it used to work fine and suddenly broke then there are only to solutions for that: 1. bug in C2 or most likely 2. your events.
I'm writing most likely because you wrote "Instead my game freezes but the camera is still able to move once the player falls down." which clearly indicates mistake on your part. Unfortunately your description is not enough to get more help on that matter.
Could someone please in his/her spare time have a look at this and if possible convert it into a C2 plugin.
It's a plugin that allows you to check if an app is installed on the user's device.
https://github.com/ohh2ahh/AppAvailability
newt didn't test it myself, but from what I see:
NWjs win64 folder = ~140MB (+ your game content)
crosswalk64 folder = ~95MB (+ your game content)
Since they use same stuff basically (chrome, etc) looks like it's roughly 50MB lighter.
Looks like we gonna have a new solution for exporting to the windows desktop soon.
https://crosswalk-project.org/blog/crosswalk-windows.html
Current XDK early access build v3172 already have this implemented (Intel XDK Early Access - Release - 2016 April 07 v3172)
"www" folders inception is pretty serious now. Even using rd /s www from command line won't delete them. I guess it's time to restart and enter safe mode
Member since 21 Nov, 2008