part12studios's Recent Forum Activity

  • is the appodeal a cordova plugin? i'm wondering if it might not be.. and if it's not that would explain why it doesn't work.

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  • wizdigitech absolutely about 3rd party wrapper.. it's a piss poor business model and it shows.. as I've said in another thread.. it needs to be part of the Construct experience. Cordova is open source. C3 should have cordova built in.. with plugins made to work with THAT. Make Construct 2 have two options.. perhaps a basic paid one time version that does things how C2 currently does things.. this would be good for developers who can code and know how to make plugins work for them, fix javascript / etc.. however the other would be Construct as a service. go with a paid subscription like a lot of others services model.. why pay more? because you're guaranteed plugins that work.. updates that are regulated and a pipely to know your games should work following a single curated approach..

    It needs to be painfully clear to would-be adopters of Construct 2 that their experience going to mobile is going to be statistically likely to be shitty and confusing. Right now on the main page iOS / Android are just stated as options and while that's technically true its "reasonably easy" to publish a game to Android or iOS with XDK if you don't do anything fancy.. but developers need to know they have access to a wide range of monetizing options.

    wizdigitech also so you're having trouble with appodeal with canvas+ what about webview and webview+ do they work any better / differently? I know size / performance would change but at least, do they work?

  • who are these people having great success? what plugins are they using? none.. sure no problem.. but xdk / c2 / plugins are all changing with no regulation / oversight.

    I've been fighting with XDK for months to get all of the plugins working for client work (thankfully a very patient guy!) and going over to cocoon IO I was able to in a matter of weeks to get everything working.. mostly just learning / experimenting..

    Ashley canvas+ is working well with Cocoon IO from what I have seen so far and with Cordova plugins which was a big problem in the past. Should we be using Webview? or Webview+ for better results?

    This is why there needs to be a legitimate plugin store with developer controlled pricing.. they need to be able to charge what they think is worthwhile to make / support.

    or you should consider hiring developers to make the plugins and pay them and include them WITH the engine with constant support / supervision to insure they work with the latest versions of C2 and AT LEAST one formally tested export platform..

    I don't care if we used XDK, I just need to know as a professional that the entire publishing path is monitored and tested for me so I don't have to constantly fear something breaking.. give us specific tested xdk versions (don't upgrade warnings) or whatever..

    Cocoon IO has simply been the first time since this summer than I'm back to making games and not fighting plugins and losing my own revenue sinking tons of time into a fixed budget project.

    Final Thought: If you are concerned that this extra help will cost money.. the by all means.. give me some monthly plan to join and pay to be part of a curated publishing experience please! I know we have a lot of cheap indie developers that thing $130 should give them the kingdom of heaven.. you know as well as anyone.. you're making money one time.. you NEED more developers to buy this one time product.. this means the money will run out eventually without this.. a premium monthly service would offset dev costs for you and even bring in some additional revenue.. please consider something like this. The professionals here have no problem paying for greater support / service. More professionals will attract amateurs.

  • as long as the ads appear it's working.. i have the ads appearing. the big rule with admob is don't tap your ads.. that can get your account banned.

    Are you having trouble getting ads to appear?

  • yea what they need to do is put an * on the front page next to iOS and Android to make this more clear.. I don't think it was always like this but they need to go back to making this clear because I would honestly say it's misleading advertisement Ashley to not make a distinct NOTE next to these platform options.

    Really ANY option that requires something outside of C2 should be clearly marked and be sure to say "results may vary" so people know when they get into mobile development to not expect the process to go smooth because it almost certainly WON'T go smooth given they have a lot of options and pitfalls waiting for them.

  • I have never heard of Firebase and where is the plugin for it?

    I happen to have all of the rex plugins installed which appears to have some firebase things.. but making sure there isn't maybe a more official option?

    Yea what was nice is being able to create the data FROM the client rather than having to build out a system on the back end.

    Great information thanks newt

  • So I'm still in shock to learn Parse is going away! Nooooooo!

    So what's a C2 developer to do get similar results? Nothing else out there is like it.

    I have a project I want to work on that requires a back end. Fortunately I have a developer partner who can do just about anything we need, but it's a big question.

    I'm considering Google App Engine but maybe there is something else out there that would be good. We're doing an RPG so you can imagine.. levels.. maybe items.. event results like combat and quests.

    Thanks,

    Caleb

  • Zebbi sorry i missed your post in my replies. No believe me I think Scirra definitely should figure out some kind of iOS/Android publishing pipeline that is PART of the engine.. i'm guessing 90% of the C2 users and adopters are expecting to make games for mobile.

    I started another thread awhile back you can weigh in on here.. basically C3 NEEDS this. I don't care if they make the software $500.. they need it. Relying on any 3rd party solution is bad.. and exactly what we are experiencing is why.

    GameSalad did do that right. It had a lot of limitations but knowing that they had a pipeline to get your games to iOS/Android really helped me.. I was able to kick out games for iOS/Android.. serious releases in a matter of 1-2 months each.. it was a kind of golden era.. the reason though I moved from it was it's walled garden was too limited.. C2 is a a superior game engine on just about every level.. but asking C2 to take some lessons from other game engines doesn't make it bad.. just ways it could be improved

  • llfstudios what is the game your making? I agree the size thing is a problem.. but keep in mind the $120 a year plan (less that C2 itself) is 120mb.. and 10 projects simultaneously.. i mean really.. if you think about it. how valuable is your time? is $10 a month worth your projects running better and working more often?

    tgeorgemihai gotcha, well $4500 and then annual $1500 upgrades. unity 4 5 6 etc.. but yea I understand what you're saying. This idea of per app is pretty ridiculous. Unreal would be interesting if it wasn't such a behemoth program (better have a beef PC.. and mac performance sucks when doing a 1:1 hardware comparison to PC (opengl vs directx).. i mention it because it has a code free option.. blueprints.. I've explored it but it's deep.. not like C2.

    I think what they really want is the marketing value of seeing games made with it.. for them $500 is for big companies who absolutely must be splash-free.. companies that don't balk at $500..

    I'm sure though that something could be negotiated with them. Some people could probably ask for more space and less projects..

    I don't think they will budge on the splash though for the reasons stated.. they WANT to advertise their usage much like Unity.

    Unless you're making a professional project (with a budget) for someone else that refuse to allow branding then you just deal with the splash and remember you're spending less time publishing your game and more time making your games.. My latest projects felt like 30/70.. 30% making the game then 70% trying to publish.. this is not a healthy development balance..

  • Zebbi hey i'm glad you found the issue! I would never have thought to suggest that or knew it was a definite problem.

    I'm glad you got through it rather than giving up! My first time with Cocoon IO this last summer was pretty much like this.

    follow shatterbox tutorial (kinda)..

    use my game as my test (should have used a simpler project)

    get a bunch of errors..

    try a few things..

    still get errors..

    give up.. go back to XDK

    This time though I was desperate to find some solutions to the months i've been getting nowhere with XDK.. progress one day.. setback the other.. plugins were such a problem because the steps to install were not straight forward.. a lot of deleted / readded projects.. etc etc.. this time i was glad i slowed down and really tried Cocoon IO because when I stopped and took my time I found results were much better

    Pro tip: when starting out.. do a "hello world" capx.. don't port your game.. just make sure you can make something compile first.. then try your game once but if it fails don't give up.. back up and try adding one new cocoon / cordova plugin at a time.. make sure that plugin works 100% before moving on to the next one..

  • exactly and i posted this to share I had success and others may find it as well. i'm new to it.. i don't know it all.. i just know it worked with a fraction of the headaches I was getting from XDK.

  • yea you could start that. I do think that it makes sense that they might offer a special offer for C2 users. Go over there and give it a shot. I'll comment on there.

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part12studios

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