MPPlantOfficial's Recent Forum Activity

  • I was finally able to get my game to emulate on INTEL XDK.

    I was also able to stabilize the whole "plugin" situation by fetching older versions of the cordova-admobpro plugin. Launch icons and Splash screens are done as well.

    I was about to create a build for my game when Intel XDK said I have to create a "DEVELOPER CERTIFICATE."

    When I proceeded to attempt to create thing thing suddenly I'm required to create something called an "ANDROID KEYSTORE."

    What the hell is all this? Will I have to remember all details I put into this "certificate" later when submitting my game? Right now I just want to create an APK to test on my phone; nothing permamanent yet as I fixed a small bug in my CAPX file again.

    I am using this tutorial: https://www.scirra.com/tutorials/4848/h ... alk/page-5

    as my main guide for exporting and there is no mention of this whole "CERTIFICATE" thing. >: (

  • If you guys find the plugin just let us know.

    Thanks in advance!

    Try this one

    for now. Untested though as I have yet to buy an Apple Dev License.

  • Hey guys.

    I'm very excited to say I was finally able to test my game via Intel XDKs emulation.

    I'm still trying to figure out why my game won't preview over a local network despite following all instructions written in the tutorial

    Finally got the damn thing to emulate by UNCHECKING Construct 2's built-in option to export already in XDK for and using this guide instead:

    https://software.intel.com/en-us/xdk/fa ... www-folder

    Now during emulation I encountered some problems.

    The first one being LAG.

    I included an EVERY TICK set Text to: "fps: "&fps&newline&"Cpu: "&cpuutilisation&newline&"Mem: "&ImageMemoryUsage

    and during my runs via "Run Layout" I've gotten consistent

    fp: 58-60

    mem: 264.4

    but while emulating with the "Samsung S" option it got as low as:

    fps: 45ish-58

    mem: 480

    Now am I wrong to assume the lag isn't caused by the device models but by my computer's limited capabilities?

    It's probably my computer's fps and mem that are being displayed and not the "device's"

    It is afterall simulating how a device within a device.

    I'm using a relatively modest i5 laptop 2.5 Ghz Nvidia GEForce GT 635M. 2011 model.

    It can however play Bioshock Infinite with no problems.

    Now my second problem is really strange. For some reason, while emulating in Intel XDK the MUSIC IS GONE.

    I checked my CAPX file and the music still exists. What could be the reason for Intel XDK not playing it?

    I will probably be creating an apk soon to test with devices.

  • Hey guys. I tried building my first game today and got the:

    "404: Intel XDK can't find your app Do you have index.html in your source directory?"

    Any solutions to this?

  • Oh sorry. This thread is resolved. I accessed Twitter thru Browser instead. Works like a charm.

  • Just how much slower does is the game if I use more than 8 points on my hitboxes?

    I've seen pixel-perfect collisions in other game engines without slowdowns.

    Don't get me wrong; I have no problems with using a standard square hitbox for my character (afterall, Mario speed runs would be very difficult if collision were pixel-perfect) but it's also nice to have the option.

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  • Great content!

    Speech impediment? I didn't notice anything.

  • Then on Construct's side nothing is wrong. Your Firewall is not blocking.

    Remains some IT questions. Like, is the PC part of a home group. Is network discovery enabled ?

    First group I tested it on was private.

    The one I'm using right now is public.

    Network discovery is enabled for both so I don't know what's wrong.

  • Hey guys I tried it again on a different network and it's still not working.

    It must be a PC problem. Any suggestions?

  • First Question.

    The preview on the PC, what is the adres in the adresbar ?

    It's

    XXX.X.X.X:50000

    Xs representing numbers in there of course. It's my IP.

    I used the 50000-50100 range. I even tried enable it for public yet it still displays the blank

  • Admod works on Apple,

    IAP works on apple

    selling the app works on apple

    As for what works best for you and your apps in 2016-2017

    that is really all up to you.

    I use all 3 myself.

    Paid versions of the exact same app

    Free version with IAP and Admob

    Most of the time I just use IAP to disable ads in the game so they don't have to install the paid version.

    Great! Thanks!

    I guess the whole "Admob not working on iOS" problem was with Intel's version in between Jan 2016 and May 2016 all along.

    ; )

  • Another 24 hours have passed!

    Anyone know the answer yet? >; )

    My research so far:

    "Use Intel XDK build 2866 to build for iOS with Admob."

    "The latest version of Intel XDK works now. " Latest as of May 29, 16

    ^ Both are untested.

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MPPlantOfficial

Member since 17 Feb, 2016

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