part12studios's Recent Forum Activity

  • but what about not using Cocoon? Can I tell a straight HTML5 game to not load the next scene till it's needed? bottom line is that our project is probably using too much memory for iOS.

    I'm trying to figure out what I can do to salvage the project here and work within the confines of Cocoon or XDK.

    I was planning to go back and downsize all the art to a lower resolution to help, but i feel like its a lot of work on the possibility that the problem will still happen..

  • ok that's good to know.. our graphics if turned into sprite sheets would look something like this dropbox.com/s/xk3v5wz6rox51pe/unnamed.png but of course its not, its 190 individual graphics (animations being an exception)

  • also regarding this subject if file size and textures.. we did some testing and all 190 pngs that are in my html5 project would fit on 3 2048x2048 sprite sheets.. so this would work fine for iOS and also if it were the case for HTML5, imagine how much faster 3 large images would download vs. 190 individuals.

    correction.. 21 2048x2048 sprite sheets.. lol.. ok so yea this makes me wonder about the memory used but the 190 images we have

  • Hi there,

    I'm working on a port of a game from HTML5 to iOS using cocoonjs.. but i'm seeing a problem (with the help of my xcode developer partner) that the entire game is trying to load at the start.

    What is happening is the app is loading and then after being open for a fe seconds crashes / closes out.. we've done a lot of things like remove all audio.. that didn't help..

    the graphics are relatively high quality 1920x1080, but nothing outrageous.

    I have a client that needs us to port this project to iOS and it's simply not working. my partner and I spent all day yesterday hacking around with XDK CocoonJS and he event found some other wrappers out there that we tried to mess around with.

    it's terribly frustrating to have come into this project using C2 with the expectation that making an iOS port was possible, but it seems that its anything but..

    event my simplest project ported over to cocoon and xdk with no sound! part12studios.com/temp/TT1 how can something this small / simple not have sound?

    are there unspoken rules to getting audio to work on iOS with C2 via CocoonJS that I'm unaware of?

    The best thing we could come up with to perhaps prevent the crashing was to only load scenes as needed rather than packing everything into it.

    my project has over 190 pngs and about 130 media files (all audio)

    so maybe spreading the files out over scenes as needed would prevent the power-loading of a bunch of files into an iOS device..

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  • ok yea i'll try to preload and see how that goes. thanks for the tip/reminder :)

  • Hi there,

    I'm wondering if this is just me, but i own an iPhone 4s, iPad2 and iPad mini..   and when I go to this site I get three different audio results!

    part12studios.com/temp/TT1

    iPhone 4s.. no sound at all

    iPad2.. touch sound (lower speed/pitch than desktop)

    iPad Mini.. release sound

    I'm using Chrome on all 3. They all have iOS7 (up to date)

    Has anyone else experienced this?! I find it infuriating that such a simple project could have such inconsistent audio issues.

    I've been wrestling with exporting to cocoon and XDK all day with this simple a project and no mater hat i do, I get no sound and can't figure out why.

    We're even trying out some other wrapper solutions. All the while audio plays perfect on PC's all day long. Why does audio for mobile have to be so mystical and apparently non functioning?

    this is the capx dropbox.com/s/z09c38wkggnnwqd/TouchTest1.capx

    the audio files came from the free bundle so i think the audio formats / sample rates should all be ok. i imported them at 128kbs.

  • awesome thanks! I'll try that out. Have you had good luck with iOS? Or have you been using it strictly for Android?

    Thanks!

    Caleb

  • Hi everyone,

    I am an Ouya owner and fan. I would LOVE to be able to publish a game for the Ouya using C2. I see the export option with CocoonJS, but I wonder if it's possible to actually use CocoonJS to publish an Ouya game with proper control support?

    If the first question is a Yes, then the other big question is if that is possible, do we have access to everything we need to publish a game that can be sold in the Ouya store like any other?

    Lastly, if thats also a yes, what about F2P options? Although I'd be more interested in the more common shareware model, it wouldn't hurt to know about options.

    Thanks!

    Caleb

  • so with crosswalk i'm wondering is there a tutorial somewhere to explain how to use it? I installed the SDK and all that, but hen it says "launch service" it brings up a web page, but not the IDE itself. How do I "open" the exported project into XDK?

  • Hi everyone,

    I want to try out crosswalk for iOS exporting. I have the sdk installed, i have an account created and when i go to export it asks if i want to open xdk but when it opens chrome and shows a page like its suppose to open soon but doesn't.

    says i need chrome and java 6 or 7 (i have chrome and java 7) and nothing happens.

    when i go into xdk i have to make a new project and really have no idea where to go from there. the C2 export doesn't seem to have any kind of special "project" file to click on to open it up.

    Am I missing something?

    Thanks!

    Caleb

  • I haven't given crosswalk a try, I should do that.

  • approx download 35.7mb and memory use 73.1mb.   752 events

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