robothousegames's Recent Forum Activity

  • Only just logged onto the forums after a while away! I hope the game isn't too messed up and you've enjoyed it! majesticAsFk

  • imothep85 the problem is with iOS

    I can get it to work without any trouble on Android but iOS always has the battery/time etc at the top of the screen

  • grigrizljac Unfortunately I've tried adding the StatusBar plugin and writing the required javascript calls to hide the bar but XDK 'failed to install' the status bar plugin...or words to that effect.

    The only way to get my game compiling again was to remove the status bar plugin

  • imothep85 ah ok, will give it a go!

    It does beg the question what difference is there between Cordova export and Html5 export in Construct2 then...

  • imothep85 thank you for the suggestion - don't I need to use the Cordova export option in order to use plugins in XDK though?

  • Hi Everyone,

    I've been paining over this for days - I'm very close to be able to submit my app for approval (A Skyrocket Story http://johnwilliamevelyn.tumblr.com/askyrocketstory) but one thing is niggling at me:

    How do I remove the clock/battery status from the top of my game on IOS using XDK?

    The fullscreen tickbox results in true full screen on Android.

    But on iOS, despite the game filling the screen, the time and battery status etc still sit over the top of the screen, albeit with no backing.

    I've followed countless threads on here but there doesn't seem to be a definitive fix - at my wits end here

    has anyone managed to remove all status info from the top of their game in iOS using XDK?

    (please don't say tick full-screen in xdk as I've tried that )

    • sorry to bug you

      imaffett, but any ideas?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Superb post, as a result I've entered the final stages of testing my game ('A Skyrocket Story') on iOS.

    cheers!

    http://johnwilliamevelyn.tumblr.com/askyrocketstory

  • Hi, I have added functionality to my game to take screenshots and share them to social networks.

    It uses the canvas snapshot functionality then feeds that data to the mobiles native sharing functionality using

    "window.plugins.socialsharing.share('game name',

    '" & Screenshotlink & "',

    '" & GameDownloadLink &"')"

    as explained in this tutorial by here https://www.scirra.com/tutorials/1457/s ... oid/page-4

    It works...but there is a problem.

    It seems to keep adding to the programs 'data' with every new screenshot taken. After maybe around 6-8 times of the user sharing screenshots eventually the functionality stops working. I presume this is to do with the data cached reaching some kind of limit possibly?

    Has anyone come across this problem, or have an alternative more robust way of doing this functionality?

    thank you!

    John

  • Pandy , wow thank you, that's a comprehensive reply! I'll try these asap

  • ludei I've tried compiling my game twice but all I get is a black screen after the splash.

    I'm not using any additional plugins, it's just a vanilla plain old construct2 exported game.

    I tried once with the default cocoon settings and once with the white list plugin removed.

    Both tests were on my Android galaxy s5, with canvas+ targeted.

    What do I need to do to get a working compile? It works without any tweaking using Intel xdk & crosswalk but I'd love to try cocoon to see if I can get any extra performance

  • Seems that it could be a problem with certain sprites consuming too much VRAM on the device. I'm not convinced anymore that it's an XDK problem as it happens when using CocoonJS as well.

    I've found with my current WIP game that occasionally after playing for a while some graphics occasionally turn to black squares. I'm pretty sure this is a memory issue...things not getting cleaned up once their not in use most likely.

    I'm not sure technically whether Crosswalk or Construct2 is the party to blame...in reality I've just had to be more sensible with memory usage, trimming all graphics where possible etc.

    not a great answer but these limitations rear their head regardless of the platform, memory management is always tricky but worth the effort!

  • Iolva

    of course, project download is around 57mb, and memory use is 115mb.

    Been testing on Samsung Galaxy S5

robothousegames's avatar

robothousegames

Member since 4 Apr, 2015

None one is following robothousegames yet!

Connect with robothousegames

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies