Nathan's Recent Forum Activity

  • szymek I'm interested to know where you get the data comparing the eCPM of a java built app Vs a C2/CJS app. Is it objective or from your own experience?

    Our first app has had widely fluctuating eCPMs ($0.2-$5) which I base on the fact it has only had modest downloads and the data set is still too small to sample properly. Our fill rates are a bit too low and I can't say I am too happy with Mopub at the moment but our build is about 3 months old and apparently CJS has improved/updated its Mopub SDK. Maybe this will improve with a new build upgrading CJS from 1.3 to 1.4.

    Also advertising and promotion is a whole other game to get your head around. Are the ads networks you use suitable to your game demographic? Is your demographic even likely to be spending money? Questions like that are important when it comes to making money and it extends to IAP for extras too. The people who make money understand all this and it affects the games that they design in the first place.

    The monetisation options have been weak using C2/CJS but seem to be improving. I'm interested in the new IAP options in the CooconJS plugin but haven't tried them yet and don't know how well they work in practice. I'm sure all these things will be working properly soon, and to make money it will be more down to your design and marketing skills than the initial tools you choose.

  • Although there is a search function, a highlighter would really make things easier to find. Also, to be able to find and replace would really be a great workflow time saver.

    It's nice to see Ashley currently working on workflow helpers such as the new debugger. It would be really great if he developed the search function a little more.

    retrodude I second your original request despite your offer to retract your post!

  • Pantaloons

    For Android enter your URL in this format:

    "market://details?id=your.package.name&write_review=true"

    It will launch the actual Google Play app rather than a web browser as in the format : "https://play.google.com/store/apps/details?id=....."

    It looks much more professional.

    More links can be found here: developer.android.com/distribute/googleplay/promote/linking.html

  • ludei To clarify on the crashes simwhi has stated:

    Google Nexus 7 (Android 4.3) - Very frequent random freezes/exits at various points.

    Samsung Galaxy S (Android 2.3) - Occasional freezes/exits after loading

    Compiled 01/08/13 using the cloud compiler, which I assume is using the 1.4.1 engine. We didn't have these problems with 1.4.0

    Thanks

  • sirrance There is a vibration check box under "extensions". Make sure you tick that and press the update button. It should then work fine.

    I had the same problem when I forgot to "update" and the vibration crashed the app whenever it was called.

  • I second that. It would be really useful, thanks.

  • Guizmus Thanks that's an excellent tip. I remember a similar problem when the 9patch was first introduced. I wish I knew this back then. I had no idea you could open a capx with winrar.

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  • https://dl.dropboxusercontent.com/u/41218343/Spritefont%20bug.capx

    dl.dropboxusercontent.com/u/41218343/Spritefont%20bug2.capx

    http://

    Steps to reproduce:

    1. Create Spritefont.

    2. Rename Spritefont, save project as CAPX and close

    3. Open Project

    Observed result:

    The project will not open.

    "Failed to open project" error massage

    "Cannot Find Object Texture File 'SpriteFontBlue.png' in the object texture folder"......

    The first Capx shows the project before renaming the spritefont and the second shows the error massage. I can't seem to recreate this with every Spritefont. SpriteFontPink caused no problems for some reason. Only renaming the other "SpriteFontBlue" caused the message. For our game project, I can't import any spritefonts or rename them without this error message.

    Expected result:

    Open project

    Browsers affected:

    N/A

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version: R136

    In addition there seems a bug importing sprite sheets with 13 columns. The last column is ignored. We added another column with a dummy character, making it 14 columns wide and everything worked fine again. I am not sure whether this applies to all odd numbers, or just unlucky 13!    

    Thanks - Great new plugin by the way.

  • I'm getting a similar problem caused by particles:

    Javascript Exception (Line: 18821 File: '13805000' Tag: 'timer'): TypeError: Result of expression 'this.runtime.glwrap' [null] is not an object.

    This points to the function in the C2 runtime:

         typeProto.loadTextures = function ()

         {

              if (this.is_family || this.webGL_texture)

                  ?return;

              this.webGL_texture = this.runtime.glwrap.loadTexture(this.texture_img, true, this.runtime.linearSampling, this.texture_pixelformat);

         };

    This happens whether WebGL is enabled or disabled. Deleting the particles solved the problem.

  • They say on their forum that the new version of cocoon has a rewritten audio engine so hopefully the audio problems will be solved.

  • louisjoe The CocoonJS launcher is only for the zip exported from C2. The zip from the cloud compiler is different and contains the files needed for the final publishing stage.

    If you've used the cloud compiler, the process is easy for Android but a bit more difficult for iPhone.

    Android is easy because you can just unzip the download from CocoonJS and install the .apk file straight onto your device.

    iPhone is much more difficult. You need to compile the x-code stuff in x-code on a mac and you need a developer license. Ludei can't really automate this stuff due to Apple's developer restrictions. I haven't gone through the iPhone process yet, so someone else may be able to expand on it a bit more.

    If you want to just run your game on your iPhone, don't use the cloud compiler. Just run the zip that C2 exports in the cocoon launcher.

  • thehen Your graphics really are beautiful and your up-scaling of sprites to make them out of focus really is a revelation.

    The thing I don't understand is (and I read Tom's blog) that while using lots of small images saves a great deal of memory, doesn't it cause massive overdraw issues? How well does this method work on mobile, where it's best to keep to a 3-draw limit?

    If a background layer is overdrawn but stays static, is it redrawn every tick or held in memory as 1 image? Maybe Arima will be able to help answer this. Thanks

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Nathan

Member since 7 Sep, 2011

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