Astro's Recent Forum Activity

  • I also wondered about wordpress. I figured an iFrame would do the trick but this confirms it. Thanks guys.

  • In my previous post I actually meant to say "utilities" that AREN'T graphically intensive. Whoops.

    But thanks ArcadEd it's good to hear that the ad sdk apparently doesn't cause slow down.

    I tried Phonegap when C2 first introduced it (about a year ago) and it definitely wasn't up to snuff then. Glad to see progress has been made.

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  • I understand Phonegap is originally meant for "utilities" that are graphically intensive. But some have apparently got a couple games to work with acceptable fps.

    I was asking AndyWatson if the mere implementation of the ad sdk might've caused the slow down. And if so what might cause the performance drop in regards to implementing the sdk.

  • Open source phonegap/cordova built through Eclipse gives you access to all ad network sdk embeds, but gameplay can be laggy and it takes a bit of programming knowledge to make it work.

    Any idea of what might cause the gameplay to be laggy?

  • This will surely help many people. I'm relieved to see proof of teams still working on better canvas rendering with Phonegap.

  • Maybe because most of the third party don't support in game advertising, such as Admob, RevMob, etc. For example, Appmobi doesn't have this, except to advertise another developer's game, which doesn't actually make revenue. Cocoonjs requires a premium account to take part in their ad revenue program and Phonegap I don't think has any ad revenue program.

    I have been searching for a solid answer regarding implementing ads across iOS and Android. The best answer I came up with that you won't have to pay is implementing a plugin with your ad network's code.

    The way you would implement the plugin is different for whatever development platform you're using.

    For you UGS2012, if you can manage to get the game running smooth via Phonegap then having a plugin of some sort that works with Phonegap and has implemented the ad code will probably be the best approach.

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  • As far as screens go so far so good.

    The polish is apparent. Can't to see how it plays.

  • I emailed Ludei a few months ago asking this same question after doing a little poking around on their wiki and found this page http://wiki.ludei.com/cocoonjs:adnetworks, their reply was that everything on their extensions will be presented in their documentation.

    I'm guessing once you sign up with a compatible ad network you'll be able to put your account information in their template once it's time to compile your project.

    And I also remember seeing something somewhere about needing to sign up for their 'premium' option to be able to implement ads and IAP with basic compiling being free. I'm going to need to double check that though.

    Hopefully things will be up to snuff within the next month or so because I'm VERY interesting in their dev environment.

  • What mobile platform are you testing CocoonJS on?

    Before it's recent update I was testing on Android 2.2, but after the update I can't even see my objects anymore.

    It doesn't crash, as I can close it and exit out no problem.

    I'm not sure what happens with 2.3 or 4.0 or even the different iOS versions yet.

  • Hey ingumak.

    I was testing gyroscope a while ago but decided to give it a whirl again recently.

    It seems there has been tests on a few iOS platforms in here.

    Gyroscope on iPad 1 seems to be supported. But iOS5 on the newer devices seems to work somewhat. But that's pretty much on Safari browsers. And I don't think Safari is on Android.

    So it seems the answer to the gyroscope controls on mobile is sometimes yes and sometimes no.

    The thread I mentioned above also says they got movement through the accelerometer, so it might be wise to explore that option. But still and yet the target platforms you plan to run your game on also matters. As with appMobi and CocoonJS export options now available,whether these support device orientation and touch expressions is completely independent on whether or not a browser like Safari does.

    I was testing on CocoonJS for Android 2.2 and the features did seem to be buggy. They did release a new update though, but to my despair all I get is a black screen with the fps showing as opposed to my objects originally showing up. The only things that didn't seem to be working were touch and gyro (not sure about accelerometer). The touch was returning 0 but I can't check the return of the gyro with the black screen bug.

    Anyway, say Construct 2 is doing it's job on it's end, it would probably be best to to test out your target platform yourself or see if anyone around here has tested it. That would actually make for useful data..."Frameworks and Browsers that support Gyroscope and Accelerometer."

    That's standards based technology for ya.

  • Yea those rain effects are pretty cool.

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