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  • Exactly. There just needs to be some absolute path for officially publishing each supported platform.. i do understand it puts some burden on Scirra, but if they can help us spend more time building games and less time caught in publishing hell, the happier their devs would be and that results in more sales..

    C2 is a very good value.. and I would be willing to pay more if only they could help make the publishing process easier..

    Definitely one of the worst parts of cordova / plugins for me (beyond the general build troubles that crop up) is that you really can't test without building for a device! This is a terribly slow and cumbersome process.. previewing over a browser is a godsend, but that goes away very quickly when you have to push over and over again to test one small change or debug a failing to work plugin..

    However if they could help us come up with some kind of effective simulator that could honest to god show things like admob working without having to build / push to a device, productivity would again go that much further.. but there doesn't seem to be a way to do this, but it seems like there must be..

    Even if they just focused on iOS / Android.. i know that supporting every single platform to this extent would be too much but at least help us with the most popular ones that would get the most use. I can't say I'm aware of what the statistics are but I'm going to say it's safe to say that most people are targeting mobile and of that iOS/Android are the largest mobile focus so let's go with that.

  • Yea basically as far as I can tell, performance on iOS is about the same with both, but where CJS shines is on android where XDK relies on Crosswalk which ads 19mb to any game and CJS's output is much leaner..

    The CJS stuff (not CJS IO) was too quirky before which is why Scirra moved away from it.. too difficult to support it's unique system.. CJS IO seems like a better option, but it's still got some weird steps to go through to make things work and when I tried it failed and really didn't feel like investing more time into it when the tutorial didn't work, plus they charge for services / features (like debranding) and XDK is 100% free.

  • yes exactly. updating some files is a small price to pay (even that could be automated i would imagine, similar to how C2 extracted the WebNode stuff out of C2 installer to save on download bandwidth.

    also just because cordova updates doesn't mean C2 would have to update every time. if we have a stable cordova version, updating that could be methodical. sure maybe some hard core users would need an update, but i think the vast majority of us just need a standard solution that works and is part of the C2 experience, not leaving that environment into a wild west of options and problems.

    I love C2, but it really has been a drag and a lot of wasted energy battling various build errors and inconsistencies taking a lot of time from making games to just getting games to build / run well.

  • Hi everyone,

    As we all know.. with iOS8 it really made Cordova a great option for C2 developers and in general I agree with this, but what I'm finding is that its also difficult to have multiple technologies all needing to work with each other at any given time and not knowing if this update or that update will break everything.. for example:

    I have construct 2.. which gets frequent (welcome) updates which I like to keep up with..

    then I use various Cranberry Cordova plugins which are great.. but these plugins in general, especially when hot/new tech also get regular upates.. and once you do this, you open yourself up to having trouble going back to C2 for help.. but since C2 lacks many essential plugins to make apps that can generate revenue / get discovered in many different ways.. we don't have much of a choice but to use them..

    Then we have options like phonegap, xdk and now cocoon.io.. each of these systems are also in development and getting updated. I've tried to stick with xdk simply because it seemed the most straight forward, but not everyone is using it so now you have fragmented publishing platforms with their own potential quirks / bugs, etc..

    All of this can result in one day being very productive making apps.. testing them.. etc etc.. to being dead in the water until the break can be found which is not easy.. especially since we have to (in my experience) actually make builds for many features to work (like ads, for example) because they don't work when testing in a browser..

    So that said.. I think it would be really smart if C2 could (or maybe a thing for C3?) to actually incorporate Cordova.. since it's open source as I understand it, there shouldn't be anything stopping it from working. basically there should be some standard in which Scirra establishes as THE best way to get your games to iOS / Android.. They did a great job with using webnode where basically C2 generates the various exe's.. what would it take to make an official / supported / working pipeline for (an assumption on my part) C2's biggest target platform (maybe it's not?) which I would imagine is iOS/Android.

    I realize making another "XDK" is a big undertaking but because the Cordova would be specifically tailored to C2 users / needs.. so much UI would be stripped out going straight from C2 to the Cordova wrapper. This would also help plugin developers who have to potentially deal with their own customers using multiple services and addressing those quirks and inquiries. Having one option (or at least a default one for advanced users who NEED something else) that most of us get behind would create a better widely supported system to work with..

    even when we get stuck at least we're all using the same approach, so it makes community help possible while in my work it feels that once i get out to XDK I'm kinda getting away from other users who may choose a different path for publishing..

    Thanks,

    Caleb

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  • Hi everyone,

    I've been working with XDK for awhile and generally I like it. It offers a nice "app" interface that helps keep things straightforward, but it also is a platform in development while Construct 2 is also in constant development..

    As it stands I was first having trouble with the latest update working with Cranberry plugins. This I learned (thanks to the good support at XDK) that the projects default to 5.x Cordova.. so rolling a project back to 4.1.2 fixes this, but then i run into a general IPA issue that I can't figure out.

    My certificates should be solid, they worked with the same project in XDK not even a week ago and nothing has changed. Just wondering if anyone knows a solution to this as I have several games being held up from being published at this point which is pretty frustrating.

    Thanks!

    Caleb

  • ok cool yea I just bought the ADV product, thanks for that tip / lead. I'm going to look into this. doing a full screen capture is no problem. I can design around that.

    Thanks,

    Caleb

  • Thats awesome undeadbobop I'll check out the store item.

    The video is very helpful, thanks!

    Is it legacy because it's using webstorage still?

  • bump.. is this something possible?

  • jogosgratispro cool thanks i'll see if i can find it in the store.

  • Hi everyone,

    So I have a project I'm trying to do where I'd like to be able to make a coloring book using the canvas plugin with the fill action. That part overall is ok. I can use the snapshot system action and paste it onto a sprite.. but what i don't get is how imagine you had more than 1 painting and wanted to move between them but not lose all your progress each time you leave a given layout / sprite..

    Maybe there is a way to capture the canvas itself and restore that in a different way. snapshot seems like the easiest way to grab a picture. Ultimately the goal would be to restore the image in full detail (no artifacting) and such.

    I imagine that in the coloring book mode there might be a couple of pictures to choose from and you go into that room to paint and such and then make changes and when you leave, save the changes till you come back again at a later time.

    Thanks,

    Caleb

  • hey this is nice, but i'm curious if you know if it would be possible to save the painting to come back to it later? that's what i'm looking for. Is it possible to save a canvas screenshot as data in local storage?

  • So am I right in understanding that webstorage used to allow you to directly compare the stored value and now with the get and set conditions of localstorage you need to compare global variables and then based on those comparisons set a new high score?

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part12studios

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