Toby R's Recent Forum Activity

  • Ashley could you say something about that? Collisions are one of the things which take the most CPU. It would be really nice to know those details.

  • This is a really hard topic regarding the native export. A lot of mixed feelings about that. I've been programming apps for over 10 years now with Java, PHP, JS, C# and other languages... so I am aware how much time consuming the "real" development is. I even made some games in pure JS and believe me what can be done with C2 in a day, takes weeks if you use pure programming. So from that point of view I REALLY admire Ashley job. Making a project like a C2 is a huge challange, and the fact that he is coding alone is just insane!

    From the other point of view it is true that for a professionals it's really a big issue to work with C2 in a manner to rely your business on it. But it's not purely C2 fault. It's the HTML5 wrapping technology problem mostly. C2 doesn't have so many issues/bugs. If you focus on the bug reports and follow them you notice that big majority of them are external problems. iOS sound issue was external problem, API android issue is external problem etc...

    And no matter if it's IntelXDK or CocoonIO... there are always some issues with them and if there aren't any at the moment... be sure they will appear cause this technology grows faster then they manage to test it (for some weird reason).

    So C2 apps (except the HTML5 apps - I mean pure export for browsers) rely basically on third party solutions. Maybe it will get steady in several years (same chaotic situation we had years ago with various browsers parsing JS/CSS).

    Is Ashley able to build his own wrapper fully focused on C2 compatibility? I think in theory he is, but that is enormous amount of work. And as a one man army it's just pointless. I have no idea what is Scirra's budget... but Ideal situation would be if Ashley hire some dev team dedicated to do this. That would give the feeling that C2 development is kinda "stable". At the moment making an app in C2 is fun and pleasent, but when it comes to wrapping there is always like "please work! please work!". Cause you never know...

  • Stop your dirty thoughts right now!

    Now seriously... to the topic. I'm wondering how the collision algorytm works from the perspective of collision bounding box.

    1. Does size of the collision elements/bounding boxes matter? And if so then is it faster when the object is bigger or smaller?

    2. Does C2 calculate collisions faster if bounding box is rectangualr (4 points, 90 degrees) shape rather then some fancy (many points) shape?

  • Once you get confirmation that the product has been purchased successfully ("On product purchased" condition or something like that) simply run action "consume". Your product will be available to buy again.

  • Yes I'm talking about Android.

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  • CocoonIO adds permission requests to the app like Calls (phone status etc.), Location, Vibrations... can't remember them all from the top of my head. My app actually does not need any permissions except the IAP ones. After Compiling with CocoonIO I have a bunch of Permission requests which looks scarry (expecially the combination of Location and Calls).

    On CooconIO forum they say that for instance Location is required by adMob plugin (!?).... etc.

    I want to release the game... and if I want to do it now I have to choose between "clear permissions" but minSdk API not set using IntelXDK or minSdk API set but messed permissions with CocoonIO... Life is hard! ... I think I'll wait for Intel to fix the API issue.

  • Regarding the sounds. I use Canvas+ atm and sometimes when you go off the app (for instance to rate it, or even to check an email) and back, all sounds get muted and you have to restart the app. But that's not a critical issue. To me personally critical issue is that CocoonIO requires many unnecessary permissions.

  • Ok... update to the Permission section... I've removed them from the XML, but CocoonIO adds them anyway and my game requires vibration, location, phone calls identity etc... this is really REALLY bad. In my case unacceptable. Giand disadvantage for CocoonIO.

    On CocoonIO forum they say location is required for adMob (?!?!) cmon... tell that to IntelXDK. Gosh I have such a bad timing with releasing my game. Intel XDK is bugged and CocoonIO makes my game a "spy" -_-.

  • wizdigitech You should use "Bowser -> Open URL in new window" instead of "Browser -> Go to URL". The one you try to use is the functionality which tries to open a URL inside Crosswalk, which seems to be not allowed. I always use "Browser -> Go to URL" when I redirect my players to my app page for rating and it works fine.

    Now if you've switched to CocoonIO, then you will have to use Canvas+ because URL redirection is strictly Canvas+ functionality as far as I am aware. You can also use Browser object with CocoonIO, but keep in mind that CocoonIO has limited Browser functionality, and using Browser object there might bring you some issues (for me for instance it disabeled the sounds after redirection and return to app).

  • FYI: As I've mentioned before CocoonIO does not set the min nor target API by default. Now this might be the problem for later updates if you don't do it yourself with the first APK. CocoonIO is based on Cordova and Cordova by default sets target API to the maximum possible which currently is API 23 (Android 6.0). So when you publish your game even for Alpha tests with target API 23 you will not be allowed to degrade it later. Google simply won't allow you to do it.

    IntelXDK sets it by default to 17 which is a plus for Intel at the moment.

  • It is true that it's better to rebuild trailer etc. so it looks like for the desktop.

    But if it is not forbidden by the Steam's Terms and Conditions... I think it's worth a try just to get some feedback. If the game won't get greenlighted, I still can rebuild it and then try again right? It is also not forbidden to try again. And if with a big doze of luck it gets greenlighted then I will know where to put my priority in the upcomming weeks.

    I'm also thinking to make a second video (or even put it as a first) for Greenlight community where I explain what is going on here. That I've made a game for mobile but I got personal requests to release it on desktop and I want greenlight community feedback as well.

    I saw people were doing such a videos, like a part of video-blog with a message to the community.

  • Hmm... actually I planned to openly say to Greenlight community that it is a mobile game but I want to know if they would like to have a PC version. I somehow figured it out that it is a polite way to be honest...

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Toby R

Member since 23 Mar, 2015

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