superkew's Recent Forum Activity

  • I have put the game onto clay.io hosting as well now!

    Works great on any desktop, and surprisingly is also playable in Safari on iPad 2 with iOS 6.

    Those are the only platforms I have tested on so far.

    Kastas - still looking at getting you a promo code :)

  • How is the viewport calculated? Or the "Stretch mode" setup?

    The reason I ask is that, when my game is in an iframe on clay.io it seems to fall off the bottom of the screen on the ipad in both chrome as safari.

    On the desktop browser it is fine.

  • Ashley,

    I know C2 has lots of awesome features, and I love them all. I was going to test the built in png compression to check load times.

    I was making a comment about a way to reduce the assets quantity on cocoonJS specifically to help reduce the load time on android. So possibly using 1024 x 1024 sprite sheets where possible - if possible. Not as a rule, but as an "advanced option".

  • It's free, can't complain :)

  • I'll try out the tinypng thing. But I think the slowness is caused by quantity of images and not size or quality.

    By reduce the splash screen, do you mean size, or time or something else?

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  • Have you watched the TV series called "Suits" I think they have 1-3 swear words per episode. Perfect.

  • Who ever has used cocoonJS to export to APK has realised that the game takes a lot longer to load when an APK, vs a zip in the launcher.

    As far as I know this has something to do with accessing the assets from androids internal database.

    Ash, is it possible to add a feature to C2 that will allow it to create larger sprite sheets (specifically for cocoonJS exports) for the purpose of decreasing the load time?

    I will try do a test of this, although I am not sure how to make it a fair comparison.

  • There is a known issue that the game takes very long to load when built to an APK.

    In the launcher it is nice and quick, but in APK it takes about 5-10 times longer to load. I emailed Ludei a few times about this, and the only thing the think might cause it is the way that android loads assets. They're looking into a solution, but for now there is nothing to do that can make it faster. I made a little intro video animation thing run on top of the loader layout in order to distract the user while the game loads in the background.

  • The issues I was having with Clay.io and DNS are related to the South African internet. So I have removed the comments from the initial post.

  • For convas exporting. No.

    Clay.io is working on one. And app mobi is also working on it.

  • Is it on iOS or android?

  • I think my js skills just aren't good enough, but I will try and get this done regardless, and hopefully come up with something decent. But if there is someone who can do it, I would greatly appreciate it.

    The topic is in-app purchases, Facebook, and cocoonJS.

    Facebook has a neat in app purchase system. Not available in C2 (yet).

    CocoonJS has a neat webview thing. Not in C2 (yet).

    I was hoping to setup a web page that can host the facebook in-app purchases, and then use the webview support by CocoonJS to show the page and therefore allow in app purchases.

    Cocoon allows communication both ways (to and from the webview). And there are samples. Based on my research this is what I have found:

    Facebook documentation: developers.facebook.com/docs/payments/build

    CocoonJS documentation: wiki.ludei.com/cocoonjs:extensions:basic:webview

    CocoonJS sapmle code: cocoonjsservice.ludei.com/cocoonjslaunchersvr/demo-list

    So it is a matter of stitching them together.

    Facebook also only allows in app purchases using their payment methods, so to get the game on facebook and charge for it, using their payment api is the only way.

    I have only been thinking about this today so far, so any comments and suggestions are welcome.

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superkew

Member since 3 Mar, 2012

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