MaorKeshet's Recent Forum Activity

  • I'm trying to run the original sample project by FGL with no success.

    jayderyu 's project is working for me though. Thanx J. (this is regarding a different game BTW, not the toddler game)

    I wonder what causes the error on the sample project.

  • Thnx Matt and Kyatric

    MaorKeshet: As explained in the accompanying documentation when downloading the SDK/C2 plugin, you have to add a few lines to the index.html file to properly start the API and so completely preview it.

    I have seen the documentation about editing the index file after exporting. But I did not export anything. I was trying to preview from C2 fgl's sample project and I got the error.

  • FGLmatt

    I would love to test the api in my game, but for some reason I'm getting the following error message when trying to run the example project (Im using C2 r168)

    [quote:2alcovbx]Javascript error! UncoughtTypeError: Cannot call method 'next' of undifined http://lacalhost:50000/fgl.js, line 193 (col undefined)

    Few more questions:

    1. The Unlock Premium feature is great for "Freemium" distribution model , but does not allow in-app purchase. Do you plan to add such feature? I think that many game developers would be thankful if the could implement "fun money" mechanism and/or "game shop" were you can buy items that will serve you in the game (like a better vehicle, extra life, spells etc.)

    2. When running InitiateUnlockFunction - how can I specify the required action to unlock? (it may be "pay x" or "share to x friends" etc...)

    3. On ShowAd - how do I set the ad position on my layout? what is the ad size?

    4. What is the average PPC you are paying on ad clicks? I couldn't find this data on your site

    Thanks

  • thnx basti . that is a helpful tip

  • iOS export is currently handled by CocoonJS and the compatibility notes are here: https://www.scirra.com/tutorials/303/how-to-export-to-cocoonjs

    You only have to provide a zip file with your source code to get your application running on iOS and Android. Remember that this file can't be larger than 30 MB.

    Ashley - what's the solution for apps that are larger than 30Mb?

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  • Thank again AllanR . That's very helpfull.

  • - the tests are based on the web version - but I had same slow results on earlier Intel xdk build.

    AllanR - thanks much for the data How is the audio response/ (Simon on the indoor lobby and KidsBand on the outdoors lobby)?

    Any ideas how to improve fps on weaker iOS devices?

  • I am now working on an app for toddlers that contains ten simple games.

    (current version may be viewed here http://www.malanapps.com/klalit )

    At first the game was created at 2048*1152. Since my layouts were very heavy, even after optimization, I scaled the entire game down to 1024*576 . After scaling C2 indicated memory usage of 60Mb, which sounds reasonable.

    At this point run an FPS Test (on the web version):

    Desktop - w/webGL = 60fps, drops to 40 upon loading a heavy layout, and recovers to 60 instantly.

    Android (Galaxy2) - canvas2d renderer: 55-69 fps on lobby screens and while playing. Drops to 1fps upon loading a heavy template, but recovers instantly.

    iPad mini and iPhone4 (canvas2d renderer) on lobby screens it shifts up and down 1-20 fps. Upon loading any game drops to 1fps and stays there for ever

    Any ideas how to proceed?

    I will also appreciate it if someone could test the game with iPhone5/5s and post the fps results (there is a debug text object on screen). Thnx.

  • I guess this is the time to say that I find Scirra's support and community AMAZING

  • Ashley - It is a pity that the resize tool on the Image Editor is not very useful for such cases.

    If it was possible to define the new size by percentage (not by pixels), scaling down layouts could be very easy.

    Also - While dealing with GFX weight issues, I thought that it could be handy to have the info bar showing the memory usage of current layout beside the Max. memory usage.

    I'm quite sure that many users may find both features helpful. Thx.

  • If you plan to run your game on mobile, take note that there are many problems with audio support on mobile browsers and some of them do not respond to pause/resume,mute, volume and other audio commands.

    You may find this thread useful https://www.scirra.com/forum/viewtopic.php?f=147&t=93968

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MaorKeshet

Member since 31 Dec, 2012

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