tap's Recent Forum Activity

  • fixious - email me your game ID and I'll take a look asap. kenyfo@appmobi.com

  • Right now there really is no good way to accomplish what you are looking to do.

    What I would be able to do is add a new action to the appMobiDev plugin that would allow you to use the appmobi audio api to play sounds you downloaded from a remote server. The only downside is you will have to switch your event sheets to use the appmobi audio actions instead of C2's.

    If changing your event sheet to use appmobi for audio instead of C2 is something you are willing do to, let me know and I will add that feature to the appMobiDev plugin.

  • Hey PurpleTree

    That is actually available to test in the appMobiDev plugin.

    Code:

    Thread: scirra.com/forum/topic55572.html

    GitHub: github.com/koza/appMobiC2Plugin

    In case you are not familiar with setting up 1Touch in appHub here are the docs: dl.dropbox.com/u/2129074/Article-1TouchInventory.pdf

  • Ashley Yeah I know it's not a perfect solution. :( But if the game is not using the accelerometer it does help a bit with performance.

    I'm going to talk with our DC guys to see if we can add accelerometer support to directCanvas that way we won't need the workaround.

  • Joannesalfa

    I believe I have a solution for your problem. All you have to do is remove some code that C2 auto generated from your index.html file.

    Here's what you do:

    Open up your index.html file and scroll down to about line 120. There you will see the following code:

    // Note: currently disabled
    window.setInterval(function () {
         AppMobi.canvas.execute('window["C2_Motion_DCSide"](' + c2alpha + ',' + c2beta + ',' + c2gamma + ',' + c2accgx + ',' + c2accgy + ',' + c2accgz + ',' + c2accx + ',' + c2accy + ',' + c2accz + ');');
    }, 50);
    

    Remove that code block from your index file and restest.

    That floods the DC webview bridge with ununnecessary calls and was causing the slowdown we saw.

    When I removed that code the touch response and all around performance greatly improved.

    I will take to Ashley about possibly only injecting that code into the index.html file when the user opted to use the accelerometer.

    Let me know how that works for you.

  • Ashely - I know that issue is logged in our issue tracking system. I'm not sure as to the exact time frame but the DC team is aware and will work resolve it.

  • Joannesalfa - I can not confirm nor deny that an update to DirectCanvas is coming. :) As for the issue you are experiencing in the game you sent me, I will be working with our lead DC developer this week to hopefully get it resolved for you.

  • But if i'm having to pay $99 for iOS, Android, Windows dev licenses, i want to be sure that i can actually get the game up and running. The ability to test on emulators is a big plus for me.

    I absolutely understand and agree. That is why we have both the XDK emulator which is good for things like making sure the game fits the device properly and testing out the appMobi JS api. Then we have appLab which will let you test your game on any device. And as long as you have the latest version of appLab you can be sure that how your game runs there will be how it runs after you build it. So if it runs smoothly when testing in appLab it will run smoothly when built. If it's slow, then there's some optimization that is needed.

    I am a little confused about Appmobi's MAU pricing structure.

    I will try and help. A MAU is a monthly active user. So if 1 user plays your game 50 times. That is still 1 mau. The first 10,000 mau's are free. Once your app exceeds 10,000 mau's appmobi charges the LESSER of $0.10 per mau or 50%.

    Example: (keeping the number simple)

    You're app has 10,100 maus (100 over the free 10,000) and it's making $20 a month. The app is making $0.20/mau so appMobi gets $0.10/mau. (50%)

    Now, let's say your app still has 10,100 maus and is making $100 a month. The app is making $1/mau. appMobi still only takes $0.10/mau (10%).

    Finally let's say your app still has 10,100 maus and is making $10 a month. That's $0.10/mau, appMobi only takes $0.05/mau (50%)

    Did that help at all?? :)

    So far, Appmobi is the quicker to respond to questions and annoying beginner's worries <me> so thanks for stopping by.

    Appreciated!

    Not annoying at all. I enjoy helping out.

  • Hey mister k, Ken here from appMobi. I just wanted to chime in on a couple points.

    Hi all,

    I am new to C2. Seems like an amazing 2D engine. I have dreams of publishing to iOS, Android, Windows phone 8 and Chrome / Google play Store.

    You are totally able to do this today no matter what service you go with. The different services let you build for different stores so you will have to make sure the service you select allows you to build and deploy to the stores you want. Here at appMobi you can build for iOS, Android, Amazon, Nook, Win8, Chrome, Facebook. I worked on a game that is deployed to all of these (except win8 as it was not in existence when we built the game).

    Yet, reading the forums on problems and bugs with appmobi and cocoonjs, seems like its a work in progress. I don't want to master this great game engine only to be confronted with publishing issues after paying for dev licenses.

    I'm willing to bet any service will continue to be a "work in progress" as the industry changes so rapidly. What it was 6mo ago is not what it is today. So any service will continue to evolve, improve and continue to be a work in progress. My advice is to stay away from the ones that aren't :)

    As for publishing issue, with any rapidly evolving technology there will be bugs that crop up. However I think you will find that the support is there and they are usually resolved fairly rapidly.

    The biggest thing you can do as a developer regardless of what build service you use is to design the game with mobile in mind and don't assume you can just port a desktop browser game into a high performance mobile game. For instance, you have to be a bit more conscience about the size of your image and sound files and not load up your game with 200 large sprites and 75 different sound effect files.

    Please would some of you tell me i have no reasons to be cautious.

    My personal opinion is you don't have anything to be cautious about, just be mindful of the differences between desktop and mobile and START SMALL. Don't jump in and expect to make the next super involved mega game. Heck even if it's a breakout clone. This way you will learn the technologies, find any hurdles and if you run into bugs report them. We're here and listening :) And if you do go the appMobi route and ever need any help. Just PM or email me keniss@appmobi.com. I'm more then happy to help.

  • Hey Joannesalfa,

    Can you send me the capx? I would like to take a look and see if I could help out. If I don't have any answers I'll work with our DC devs to see if there is anything that can be done.

  • Hey gamecherry

    Ken from appMobi here. It could be a couple things. The first thing that comes to mind is it could be a plugin you are using does not run under DirectCanvas.

    If you want to send me your capx, I'll check it out and see whats going on. If you don't want to post it here, just PM me or email it kensbe@appmobi.com

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  • Hey all, I just wanted to mention that we made some recent fixes to applab and if you are testing your game in appLab and have not downloaded it recently be sure that you have the most recent version from the app store.

    Also if anyone is having issues with black screens or performance, feel free to send me your capx file kenqmh@appmobi.com. I'm more then happy to lend a hand.

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tap

Member since 22 Dec, 2011

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