AppmobiTyler's Recent Forum Activity

  • directCanvas is working on Android if you use it alone or with another game engine, but for Construct 2 export it is only iOS for now. I believe we are working to integrate Android DC but don't have a concrete date of delivery.

  • Right now we are focused on getting DC working fully on Android and improving the usability of our platform, but that has come up in our long term road-map discussions. I'll be sure to bring up that the game dev community is also reflecting that demand next meeting we have. Thanks for sharing your opinion,it's always important to know what the community wants.

  • 0plus1

    I want to preface this response with the acknowledgement that we aren't the solution for everyone :) I just wanted to address the reasoning behind our services and how dependable they are.

    The idea behind appMobi is to get out of the platform specific code. One code base should be all you need to go everywhere. At appMobi we make this our top priority to let developers get to the most platforms from one code base. Our services reflect that sentiment.

    Game Center is iOS specific. playMobi is a badge/leaderboard system that allows your users to compete from different devices and platforms onto one scoreboard. So Kindle users and iPhone users can compete against each other. It also makes the cross platform saves seem more seamless as the leaderboard doesn't have to change between devices (if you want platform specific leaderboards, you can make them also with playMobi). The code doesn't change, you write it once and the leaderboards/badges work everywhere. HTML5!

    We suggest you use 1Touch because when you build for iOS, 1Touch uses the native iPhone purchase system. Then when you build for Android, it uses the native Android payment system. You only integrate with 1touch then in our build system we recognize what platform we are on and make it integrate with the native payment system for that platform so the user is non the wiser. So again, you write once and we take care of the rest.

    In your development,our services may not be for you, but push messaging,IAP system, and analytics simply do statistically increase user engagement and profit. Again, if you don't want to use them, appMobi is completely free to deploy your game with!

    As for our platform's reliability, all of our services are distributed through Amazon S3, so unless Amazon's servers go down (which would effect MANY companies), we'll always be up and running.

    I think you're idea for a "Pro account" is a good one and I'll send that up the ladder to see if that's something we'd have the resources to do.

    This is a great discussion and I'm really excited to see r100 come out with full DC support. It's awesome to see that the Construct 2 community is full of passionate developers itching to prove that HTML5 is a game changer.(PUNS!)

    Cheers,

       Tyler

  • Rory Just to note, appMobi IS free! We just released our new pricing model today. Until you make money with your app, we don't charge you. And if you make less with your game then what you owe, we only charge you half of the amount you made.

    So if you make a game and it has 100,000 users ( dream big :D ) and you owe $9,000 but only make $400, we only charge you $200. We really don't want indie developers to get into situations where they are losing money with their games. This example is assuming you're using are cloud services (push notifications, analytics, IAP, Ads, etc.). If you don't integrate with them at all, it's just FREE :)

    Heres a link to our pricing: appmobi.com/riskfree

  • Hey All,

    I just wanted to take a second to address 0plus1's concerns:

    We do support IAP. Please refer to appmobi.com/amdocs/lib/Article-1TouchInventory.pdf

    We do not support Game Center; playMobi is our solution that is meant to provide similar features in a cross-platform fashion. Please refer to appmobi.com/amdocs/lib/playMobiDeveloperManual.pdf . We also have a Scirra plugin already made that can be found here: playmobi.appmobi.com/files/scirra_playmobi_plugin.zip

    We do not support iAds. We investigated them early on and it didn't seem like they would be a viable revenue stream for our users. If someone were to make a case otherwise, we would consider taking another look.

    With regard to some of the other comments about flexibility and extensibility in this thread, we do support plugins. Please refer to appmobi.com/index.php .

    0plus1 mentioned that there are a large number of pre-written phonegap plugins available; it shouldn't be too hard to take the source code for a phonegap plugin and port it to an appMobi plugin.

    In short, we support IAP, we don't support iAds, we offer playMobi in place of GameCenter support and appMobi plugins enable user-defined extensions.

  • CodeMasterMike nemo

         We are working on making a choice in our build system to select whether you want an app that has almost no permissions or extra add-ons (faster load up time), one that has the basic permissions and functions standard apps need, and one that has all permissions and all our extensions (typically just for beginners)

  • Hey All,

    We just released our new cloud based build system; appHub

    This new build system now supports building for iOS, Android, Amazon ( & kindle fire), Nook, Facebook, Chrome Store, Mozilla app store and Intel appUp.

    We've made an demo game , "Boom Town" , that has been built and submitted to all these stores using appHub. You can look at the demo and play the game here: appmobi.com/boomtown

    Heres a quick demo video that shows how appHub works: youtube.com/watch

    Cheers!

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  • I really should check these forums more often :D

    There seems to be a couple misconceptions about appMobi I'll try to clear up.

    ranma

    I didn't but there's nothing to fix. It seems that they had users control over app version until they released Live Update, problem is that live update is a paid service, and apple doesn't seem to like it. I aggree that this is ridiculous.

    Our version number on Android was not a premeditated thought of world domination :D, just an oversight. We are working on a fix for this.

    LiveUpdates is completely compliant with Apple's terms of service as they allow OTA java-script updates on any app as long as the main theme of the app or game doesn't change. So as long as you don't change your game 100% through a live update, no Apple laws broken :D

    Our default permissions are implemented for beginner to mid-level developers as they are our main clients. We were running into many apps being denied because our users didn't understand which permissions to select. These aren't set in stone and we may change how we implement this in the future.

    We also understand that our pricing model is confused by many. We are redesigning it to be even friendlier to our developers (along with giving them WAY easier ways to monetize their game/app).

    PhoneGap is great software, but the learning curve is high. appMobi is geared towards furthering HTML5 and mobile development while making the whole process easier for developers. With our XDK, you can get started coding right away without having to worry about setting up your own IDE (which in PhoneGap, isn't a trivial task). We also created our own build system so that even novice developers can complete a build, without a Mac! Using our paid services isn't required for you to make a build and deploy, but they are always there for when you decide you want to add push messaging or payments into your game/app.

    I hope this clears some things up, and if you have any questions on appMobi you can post a thread here on our forums: forums.appmobi.com

    Cheers!

  • Bert Just did a quick and dirty test and got our locking orientation code: AppMobi.device.setRotateOrientation("landscape"); working. Just search your index.html code and paste it in the top of the "appMobi.device.ready" event listener function.

    We also have orientation setup when you build the app through our build system.

    I recommend trying your game on device by using our "appLab" test container (can be found in both the App Store and Market), since our XDK emulation doesn't always display the C2 output correctly.

    You can find the appMobi API commands here: appmobi.com/documentation/jsAPI.html

    Just make sure the event "appMobi.device.ready" has fired before making any calls since the appMobi.js lib has to be loaded

  • Hey Guys! Just wanted to add that appMobi recently released our PhoneGap XDK which supports both Phonegap and appMobi APIs. It be found in the chrome store Here

    Cheers!

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AppmobiTyler

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