retrodude's Recent Forum Activity

  • retrodude

    Ejecta already works, I have a published game on the appstore wrapped in Ejecta, at the moment is the only way to get Game Center leaderboard and achivements on iOS.

    There is still to experiment in the field of webGL, but it's currently working as much (and probably better) than CocoonJS.

    Webgl definitely makes games look more aesthetically appealing but I'm not too concerned about fully implementing it into mobile phone apps yet.

    Also congratulations on getting your game fully uploaded <img src="smileys/smiley17.gif" border="0" align="middle" /> its good to hear you were successful in using Ejecta. The problem is, does it support both android and IOS? Or just IOS? Also does Ejecta have its own splash screen that appears near the beginning of the exported app like Cocoonjs? The splash screen is the only thing that's currently turning me off from cocoonjs.

    Hopefully once cocoonjs gets its premium service we can remove the splashscreen.

  • I know this post is 2-3 weeks old but are people still experimenting with Ejecta? I imagine cocoonjs is also coming across some great changes but I'm also interest in Ejecta.

  • I actually prefer to use cocoonjs as it seems to give the best results for mobile apps. Ludei also provides the best compiling service, allowing easy access to compile your project. The only downside is the flickering splash screen that apears on phones after you compile your game and some minor sound glitch's. Hopefully that's fixed.

  • louisjoe

    Can you tell us how your testing your compiled app file?

  • The memory usage could be high as well causing the black screen, would be able to tell us the memory use? You can see it on construct 2 at the bottom there's a value right beside "memory use".

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  • rabidsheep

    Isn't cocoonjs much faster then phone gap and appmobi?

    benatkinson1991

    I understand sound loading a bit slow but the black screen is unusual. Did you test your apk on the cocoonjs app? If so then that won't work.

    Refer back to this post and read my second response, I think it might help you:

    scirra.com/forum/topic68723_post422543.html

  • louisjoe

    I just reread your post. After the game is compiled from the cloud compiling system, then what you do is test to see if it works is to upload the compiled file to dropbox, then download the compiled apk file from your dropbox ON YOUR IPHONES web browser.

    You cant run the compiled file with cocoonjs since its the apk file, however you can download it on your phone then run it like a regular app.

  • louisjoe

    Normally when you export a game to cocoonjs using construct2 you get a zip or rar file. Inside that rar/zip file you have a jscript, something like c2runtime.js.

    Maybe its not finding that?

    If not then you have to sign your compiled sdk file. There should be guides on it somewhere on the forums or on the cocoonjs website.

  • psycholize

    Sulli

    Im guessing this is what your trying to do?

    Link:

    dropbox.com/s/llnb9hs866htv7u/Fix.capx

  • It might be best to buy it from the store. I heard it was generally easier since some people had issues with steam or there was some minor issue. Maybe if you search the forum you can get your answer.

  • I read somewhere in the forums that having more sprite objects is more CPU intensive then having more instances of one sprite object. So having 1000 different sprite objects affects the memory usage more then having 1000 instances of one sprite object that is recopied and reused.

    Also I would think an object is equivalent to a class in programming. As for instances, well an instance is just the amount of copies you have for one particular sprite object. So lets say I created an object called "enemy", I can then have 10 instances of that sprite object by spawning/creating it 10 times on the map.

    You can also specifically choose an instance of a set of objects.

    Im not sure what you mean by manual instances, but objects do have properties as well.

    If you want to create an instance variable for an object at runtime you have to click on your sprite object then look to your left menu to where it shows "Instance Variables" and assign them from there.

    If you want to set a value to that particular instance variable you have assigned, then select the sprite object you assigned your instance variable to in the event sheet and use the "add actions" command to select your object and select the instance variable command.

    You can then set your values (such as 100) to those instance variables by creating an event, for example

    Event---> on start of layout,

            Action-------->Set "Hero" instance variable "health" to 100

  • Arima

    Thanks for the detailed guidelines Arima, battle systems are probably one of the most complicated feature in an rpg, but having a standpoint guide is very helpful <img src="smileys/smiley17.gif" border="0" align="middle" />

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retrodude

Member since 11 Oct, 2012

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