2dchaos's Recent Forum Activity

  • Nofish thank you for the insight ;]

  • lazybed Hi there! Well, actually we?re having a bit of a problem with the resolution size. I?ve started the project with the resolution of the iphone 3g 320x480 and used the letterbox scale mode inside C2.

    We?ve tested in iphone 4s, iphone 3gs and on the new ipad without problems except that there?s a white border showing on the bottomof the ipad, because of the ratio differences, but I think I can work something out using the anchor behavior on the GUI elements.

    About the retina sized art, I didn?t have any problems with that yet, but I?ve not yet sent the app for apple approval.

    I think this process is automatic, here?s what the manual has to say:

    Use iOS retina display

    If retina display is used, the game will render using the full resolution of the device, and the window width and height will be double (so you must support different window sizes - see supporting multiple screen sizes). If not used, the game will render at the lower resolution.

    Maybe Ashley can give a better answer about the retina display issue?

  • 0plus1 I would love to help you expanding the ejecta plugin, but I don?t know anything about javascript, sorry ;/

  • 0plus1 yeah, it?s a good point, but I still think Ejecta is a better solution than the closed source of cocoonjs/appmobi. With Ejecta, unless I?m wrong about their licensing, you could port directly to an xcode project, not depending on the cloud or some mysterious licensing deal. Also, construct 2 would be helping to make ejecta more popular.

    It seens to me that Ashley is a bit disappointed in how the partnership with cocoonjs and appmobi went, with no schedules and bad communication.

    If was not for your work with the plugin, I would have to wait god knows how much time for cocoonjs next version to e ready. ;]

  • Thank you 0plus1, I hope that ashley notices the potential that ejecta holds and develop an official exporter + plugin ;]

  • Can you please do a quick explanation in how to use iap with your plugin? Thank you!

  • Nope, it�s free and open source.

    Check it out on impactjs.com/ejecta

  • Well, it?s really easy to use and far more compatible with ios devices than cocoonjs. Plus, no cocoonjs loading screen, gamecenter and iap integration with the plugin and you can compile your own code easily, not needing to rely on the cloud system.

    They have webgl support already working but I haven?t tested it, because my game don?t use any of them.

    Sound just worked too. ;]

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  • I?m glad it helped! If you figure out a way of doing inn app purchases in the sandbox mode, please tell me ;]

  • I would recomend trying Ejecta for iOS and using 0plus1�s plugin:

    scirra.com/forum/ejecta-thread_topic65300.html

  • Nofish

    1 - Download ejecta, ejecta plugin by 0plus1 and fnr findandreplace.codeplex.com

    2 - Plugin goes into exporters folder. Use it as you seen fit.

    3 - Export your game WITHOUT minimizing to HTML5 default

    4 - After that go to the export folder. Place fnr.exe here and the EjectaXporter_2d.bat found inside _exporters folder.

    5 - Run the bat, wait for it to end.

    6 - Copy the following files

    Media Directory

    Images directory

    c2runtime.js

    loadinglogo.png

    7 - Extract the ejecta main file. Paste the copied files inside the App folder.

    8 - In the XCODE project, change your build id. If you need to change the orientation DON?T change using the XCODE default, it will bug. Instead, go to Resources > Info.plist and set the Initial Interface Orientation to the one you need.

    9 - Set all the other silly xcode stuff.

    10 - Build! ;D

    I?m still trying to make IAP work, does anyone know how to create a product inside sandbox?

  • That?s great, the plugin is working amazingly well(much better than cocoonjs). Ashley should really think about implementing ejecta natively, I?m getting 60 fps on iphone 4s and about 45fps on my old 3gs.

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2dchaos

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