0plus1's Recent Forum Activity

  • this is not the place to promote your game in this way, could you open another thread and delete all the pictures?

    Could you post it in this way?

    Title (LINK TO ITUNES)

    Price (USD)

    Wrapper (Phone Gap, Cocoon JS, Ejecta, etc..) and supported features (Game Center, iAP, iCloud, etc..)

    User Profile and Thread on Forums (if there is).

    I would like for this thread to be a reference for users (especially for technical stuff such as wrapper and features)..

    I hope you'll understand!

  • I'm playing around with Windows 8 for the competition and I find the plugin a bit lacking.

    Two thing really stands out, the first is Live Tiles:

    Microsoft itself suggest that text only tiles should be used as a news ticker (weather, actual news, twitter, etc) and honestly they look really ugly for a game, especially since there is no support for real push updates (example when your score has been beaten while you were doing something else). We really need support for tiles: TileWideImageAndText01/TileWideImageAndText02 which is perfect for a game.

    The seconds is the way Privacy/About/Support are handled, the plugin offers only a choice of Yes/No while it should support paths. For instance if I want to use an online policy I should be able to add a string in the plugin setting telling c2 where to look for it, either online or local in a custom subfolder.

    Now I already done both of these stuff in a custom plugin, before releasing it I'm asking if they could be implemented in the "official" one to avoid fragmentation, what you think Ashley?

    I can give you the code as everything is made and tested..

  • If anyone is struggling with the incomplete manual about these features.

    1) Share. The actions do nothing, they simply set the text/images for when the share event fires. The logic is:

    On share -> Set what you need.

    2) Live Tiles. Live tiles do not work on the simulator, if you want to see live tiles you have to test on the local machine. Also you should always set both the square and the wide tiles if you are not restricting the icon to a single type.

    Hope this is useful for somebody struggling with this stuff.

  • The exported WindowsStoreProxy.xml contains an error:

    <?xml version="1.0" ?>
    <CurrentApp>
      <ListingInformation>
        <App>
          <AppId>00000000-0000-0000-0000-000000000000</AppId>
          <LinkUri>http://apps.windows.microsoft.com/app/00000000-0000-0000-0000-000000000000</LinkUri>
          <CurrentMarket>en-US</CurrentMarket>
          <AgeRating>7</AgeRating>
          <MarketData xml:lang="en-us">
            <Name>Full license</Name>
            <Description>Purchase the app</Description>
            <Price>4.99</Price>
            <CurrencySymbol>$</CurrencySymbol>
          </MarketData>
           <!-- Include to test product listings -->
           <!--
           <Product ProductId="my_product_id">
            <MarketData xml:lang="en-us">
              <Name>My Product</Name>
              <Price>1.99</Price>
              <CurrencySymbol>$</CurrencySymbol>
            </MarketData>
          </Product>
           -->
        </App>
      </ListingInformation>
      <LicenseInformation>
        <App>
          <IsActive>true</IsActive>
          <IsTrial>true</IsTrial>
          <ExpirationDate>2013-06-01T05:00:00.00Z</ExpirationDate>
        </App>
         <!-- Include to test product purchases -->
         <!--
         <Product ProductId="my_product_id">
              <IsActive>false</IsActive>
         </Product>
         -->
      </LicenseInformation>
    </CurrentApp>
    

    Should be:

    <?xml version="1.0" ?>
    <CurrentApp>
      <ListingInformation>
        <App>
          <AppId>00000000-0000-0000-0000-000000000000</AppId>
          <LinkUri>http://apps.windows.microsoft.com/app/00000000-0000-0000-0000-000000000000</LinkUri>
          <CurrentMarket>en-US</CurrentMarket>
          <AgeRating>7</AgeRating>
          <MarketData xml:lang="en-us">
            <Name>Full license</Name>
            <Description>Purchase the app</Description>
            <Price>4.99</Price>
            <CurrencySymbol>$</CurrencySymbol>
          </MarketData>
    [b]</App>[/b]
           <!-- Include to test product listings -->
           <!--
           <Product ProductId="my_product_id">
            <MarketData xml:lang="en-us">
              <Name>My Product</Name>
              <Price>1.99</Price>
              <CurrencySymbol>$</CurrencySymbol>
            </MarketData>
          </Product>
           -->
        
      </ListingInformation>
      <LicenseInformation>
        <App>
          <IsActive>true</IsActive>
          <IsTrial>true</IsTrial>
          <ExpirationDate>2013-06-01T05:00:00.00Z</ExpirationDate>
        </App>
         <!-- Include to test product purchases -->
         <!--
         <Product ProductId="my_product_id">
              <IsActive>false</IsActive>
         </Product>
         -->
      </LicenseInformation>
    </CurrentApp>
    
    
  • No one?

  • Hi, I'm converting my game to win8 for the competition, wanted to add Live Tiles and Share functionality but neither of them seems to work.

    I use the Set live tile function, no error but the icons stays the same.. sam goes for Share, share text nothing happens, no text no nothing.

    The documentation for these things is a little lacking, it simply tells the function, not what they are supposed to do or if there is a special requirement, can someone give me some advice here?

    Thanks

  • austin

    Oh I see, the issue I have with this is that I would like to know if the user is actually logged in, if he's logged as anonymous then achievements are lost forever as I check locally if they have been awarded, same goes for high scores and that stuff, can you elaborate on these issues?

    Thank, so far apart from this issue I'm really liking your product, kudos.

  • My only benchmark is my game, I don't consider a real benchmark a prototype (like "Space Blaster").

    So speaking of my game I noticed a drop in fps compared to canvas2d, additionally there was absolutely no improvement in memory management so there was no reason for me to use it.

    The exporter is there, I encourage everyone to experiment with it, just now that while I guarantee 100% canvas2d I can't say the same for webGL.

  • I'm implementing clay.io for my game, but there is a but (I hope this wasn't intended).

    If I prompt the user login in this way:

    Start Layout->Clayio.LoggedIn==0->prompt login.

    If the user closes the popup without actually loggin in, Clayio.LoggedIn returns 1, it should return 0!

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  • Awesome stuff! It's a shame webgl doesn't really work on it yet though, because of that it's not really an option for what I'm working on. Hopefully they'll get it working eventually.

    Just to be clear, it works perfectly webGL 100%.

    In MY game (which is the only real world benchmark I have) there is a significant drop in framerate with WebGL (around 10fps). I also have the same exact issue with memory management that I had with canvas2d so it wasn't an option for me. The exporter for WebGL is there, please try, the more people start experimenting the faster will get there.

  • Plugin and exporter for Ejecta.

    Supports native Ejecta functions, Game Center, iAP.

    Documentation on the github page.

    github.com/0plus1/C2_Ejecta

    This plugin is being used in Pigs in the Oven, published on the App Store, meaning it's 100% App Store compatible (iAP as well).

    DISCLAIMER:

    This is a plugin for advanced users that understands the Apple platform, especially for iAP.

  • Exporter and Plugin ready: github.com/0plus1/C2_Ejecta

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0plus1

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