Tobye's Recent Forum Activity

  • Well the size in the editor. I can't tell you specifically as it takes a long time to try each time, but it seems to be for total pixles. I did a few tests just now in fact and one image was 1,000x1,000 and it would crash, whereas another object is 1080x500 and it works no problem. I also have several 900x900 (give or take) objects no issue.

    The only real thing is I can't do title screens or backgrounds, and that's a big issue. If you have any ideas let me know :) I have already tried tiled backgrounds and even manually tiling...but just realised I haven't tried cutting up a big image and manually tiling that (I was tiling with the same background texture), which could solve the titlescreen at least. I'll let you know how I get on.

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  • ^ I actually get the same issue as him whenever I have images above a certain size. I found that it will actually work on iPhone, although very poorly and without sound, as well as some graphical glitches. When you try to run it on Android it takes a long time, then just black or white screens and returns to applab. It's frustrating because I test regularly and it'll work fine 10 tests in a row, then suddenly on the next test flatlines.

    The exact same game runs without direct canvas but very poorly as you would imagine and sound issues, but no graphical glitches. If I remove the large images, it works fine on Android (haven't been able to test on iPhone enough though.

    I tried looking on the link you gave me but couldn't find anything, and try as I might I just can't get either of my games to look decent using workarounds, so I guess I just have to wait this one out. I'll let you know if I find out anything more.

  • Thanks Tap! I got it all working just fine.

  • Hey again,

    I just want to clarify exactly how to go about adding the plugin:

    From the first post click on the plugin link > Downloads > Downlad as zip, then do I paste in the 'koza-appMobiC2Plugin-(number)' folder into the plugins or the 'appmobidev' folder? I read and understand your above post for the next steps, but also then I don't know how to do this part: "If you are exporting your game using DirectCanvas please include the directcanvasC2.js file in the header of index.html If you do not certain features will not work properly."

    I'm having a lot of trouble using direct canvas with the inbuilt appmobi plugin with no solutions so far, so I wonder if the above is necessary in the inbuilt version too?

    Thanks!

  • Thanks heaps! You can't really hope for anything better than a response that says "Your problems don't exist and your future problems won't exist by the time you get to them." I'm really blown away by you Appmobi guys and Scirra, it's like having your own personal development team!

  • Hi all,

    I have a few games almost ready to go using appmobi, all device tested and looking good, but I don't know how to set up servers for my apps. I've tried long and hard to figure it out by myself, but can't get anywhere with it.

    If someone can set these up for me, or if it's simple just guide me through it, I can give some cash, and if you could me through what I would need to do for in-app purchases it would be a bonus!

    Thanks!

  • Same problem here, can't get it to work on the XDK at all. Tried moving the sounds to the music folders but to no avail.

    They gave this response on the link in the first page of this thread:

    "We found a bug that dealt with AppMobi.player.loadSound(a) when used with construct2. You can work around this by adding a second paramerter to the loadSound call.

    CODE: SELECT ALL

    AppMobi.player.loadSound(a)        // current call

    AppMobi.player.loadSound(a,1)      // change it to

    Rebuild your ad hoc app and it will work."

    However I don't know any coding and have no idea where to find this. Anyone able to guide me through this? Thanks!

  • Really?! I have done something horribly wrong somewhere else then. Sorry, thanks for the reply!

  • Hey all,

    I want to make it so when a certain group of events is finished running it will restart at a chosen point, until certain conditions are met.

    Essentially, a way to use the 'while' loop that includes all its sub events as well. I sure hope there's an easy way I just haven't realised yet, but I have been trying to figure it out a very long time.

  • Hi all,

    I have been using construct for a few months now and have finally settled on a design that is well under way. Problem is, I know nothing about the technical side of things. I really need some help organising the following:

    • Facebook integration
    • Kongregate integration
    • In-game purchases
    • Servers
    • Online multiplayer (turn based)

    I need someone who can help me decide which paths to take and what to watch out for, then I need someone who can implement all this stuff once it's been decided on.

    I can give you $50 for some good consultancy, then paid contract work to implement it (payment will depend on what exactly is needed, but will be a reasonable rate). I really need someone who knows what they are doing though, with previous experience doing at least some of the above.

    There will also be future work for other games if things go smoothly and you are interested (estimated 1 week paid work per month).

    Thanks for reading!

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Tobye

Member since 27 Jul, 2012

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