0plus1's Recent Forum Activity

  • austin put the wrong api key, looks like it's working now, thanks

  • austin

    It still won't work (Chrome latest version). Now it doesn't show that error but it still won't login it gets stuck here:

    sending: user instance: false clay.io/api/api.js:1

    Logging in...

  • To all.

    I might be moving away from pg for the simple reason that it overheats the idevices, if I find a way to limit the usage of CPU it could become a viable solution.

  • austin I see also this: game key error - game not found.

    May it be the reason for the other error?

    I tried to publish, but I don't want to prepare everything just for testing, can you help me understand this issue?

    EDIT:

    Prompt login, this error x2:

    Unsafe JavaScript attempt to access frame with URL localhost from frame with URL s-static.ak.facebook.com/connect/xd_arbiter.php Domains, protocols and ports must match.

    xd_arbiter.php:19

    p xd_arbiter.php:19

    j.create.whenReady xd_arbiter.php:19

    r.register.init xd_arbiter.php:24

    r.create xd_arbiter.php:24

    (anonymous function) xd_arbiter.php:19

    j xd_arbiter.php:18

    (anonymous function)

    As soon as I click login:

    sending: user instance: false api.js:1

    Logging in... api.js:1

    Socket.IO Loading... api.js:1

    Unsafe JavaScript attempt to access frame with URL localhost from frame with URL clay.io/login. Domains, protocols and ports must match.

    socket.io.js:2

    (anonymous function) socket.io.js:2

    E socket.io.js:2

    D socket.io.js:2

    A

  • austin, also:

    Unsafe JavaScript attempt to access frame with URL localhost from frame with URL clay.io/login. Domains, protocols and ports must match.

    This clearly means that is unusable on a native application..

  • austin I'm really liking your solution, for a game that I'll publish on the appstore.

    I was wondering if anybody was able to publish with the clay.io integration to the appstore, to be clear, does it conform to the apple guidelines (for example does it check for an available internet connection before asking for login or posting stuff?).

    Also is there any way to disable the several console.log(); in the code, apart from creating problems to browsers other than chrome/ff is not certainly the best for a "native" iOS game.

    Thanks

  • AppmobiTyler I think that you are right, and appmobi is nice, the phylosophy of the project (that until now I didn't understand) is good and I'm actually reconsidering my position.

    The cross platform leaderboards can be nice actually, and a selling point, BUT why don't you make something similar to what you did with IAP (which is awesome) to handle leaderboards from both Game Center, Open Feint and the Android Game Center (when will be released) from the same codebase? This will allow you to sell your services and will make people like me very happy..

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  • AppmobiTyler Thanks for taking the time to reply.

    I stand corrected for IAP and I'm very happy about it, I also saw the plugin system, but there is a general lack of documentation available and the process as far as I understand would be:

    Xcode->upload to appmobi->test.

    It seems a little time consuming vs just testing in PhoneGap.

    In general you are offering a very good product, but the road you have taken is scaring me as a developer.

    Granted that this is just my opinion, I don't want to sound rude, but I think that you are pushing your platform too hard, which services that nobody really need.

    Why should I go through your one touch platform for IAP when the Xcode api is perfect? What if your platform is down? What if Apple changes policy?

    There is Game Center and open feint that 99% of developer use successfully and with the new iOS6 changes will become more and more a staple, then google is developing his own version of Game Center, do we really need another web api that nobody cares about? Not because is not good, but because Game Center is so omnipresent that it's almost impossible to monetize a game on iOS without it.

    I agree about iADS, the thing is that they are tied to the apple account which means that the income comes from the same source and in turn there are less problems with taxes returns, and in any case it's a good thing to be able to choose.

    I may use your platform, but I'll never give you a single euro because you are selling stuff I don't need, if you would make a "pro" version of the online building system that supports Game Center, (direct) IAP and iADS with maybe even a c2 plugin for these plus the ability to control the version of my app and I would pay for the service immediately, and rest assure that other "serious" developer would follow.

    You could even just do the plugins yourself converting these (https://github.com/phyx3r/Game-Center-Phonegap-Plugin / github.com/phonegap/phonegap-plugins/tree/master/iPhone/InAppPurchaseManager / github.com/phonegap/phonegap-plugins/tree/master/iPhone/AdPlugin/, I really think that in this arms race for an html wrapper will win the first to offer native solutions.

    I have a ready to sell game that is already compiled in PG2, the performance is good but it overheats the phone, I would really like to use your platform, but currently I can, because for me Game Center is too important for the success of a game to ignore.

    Thanks for the attention.

  • sqiddster yes, mine never acutally updated and has been also featured on the arcade. Plus in mine there are html tags also that they shouldn't be there.

  • Both my signature and my profile shows 86plays

    (http://www.scirra.com/users/0plus1)

    While the game on the arcade is now at 2.670 (http://www.scirra.com/arcade/rotary/659/actract-lite)

    Just thought to let you know Tom

  • Rory, the application is not a demo and it's quite well made. Lightyears ahead of appmobi.

  • ludei I have high hopes for your platform as appmobi has taken a direction that I don't like, but please, please add Game Center support.

    You don't need to implement the advanced stuff, leaderboards and achievements are more than enough.

    I'm sitting on a game of which I have already finished everything (including a trailer!) I just need to decide on which platform to deploy, please hurry with the cloud compilation!

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