Kraudi's Recent Forum Activity

  • Wow amazing ..... I mean how should I add iPhone X support now? My last app was built using cocoon.io but they haven't even added iOS11 sdk so no iPhoneX support yet.

    Now I can't even use scirra's build service because it also do not work on iPhone X? Come on guys that's a joke.

  • [quote:ud6igtpy]Yeah the whole screen was filled for me. Can you upload a c3 file so I can have look at it to compare it with my files?

    It's doing this with a blank project, with no events. Just set a bg color, and set project properties to 1280x720, scale outer, viewport=cover.

    Are you using the default CDVLaunchScreen.storyboard and are you changing any of the settings on the view constraints?

    Strange. Maybe a bug with one of the newer C3 updates. I had no problem with it when I first tested my game (Which was end of december) I don't know but I can test it in the next days because I plan on finishing my beta this week so I would do a build on the weekend.

    This is what I've been using: 720x1280, Margins 0x0, Unbounded Scrolling, Scale outer, Viewport fit: cover

    I also haven't changed any of the settings on xCode.

  • >

    > > Bump. No one has tried exporting and running a C3 game on iPhone X yet?

    > >

    >

    > I'm also testing my game on the iPhone X simulator right now. I'm using Portrait only with 720x1280 and scale outer and also cover mode. The only thing I did different is that i'm not using a LaunchImage but rather I'm using the Storyboard. Here is how you can use it: https://oleb.net/blog/2014/08/replacing ... oryboards/

    >

    > But other than your game it worked pretty good.

    >

    Is your game filling the entire iPhone X screen? I get the same result with launchimages and storyboards, I have tried changing the constraints on the storyboard and using the safe area and still get the same result as well.

    Yeah the whole screen was filled for me. Can you upload a c3 file so I can have look at it to compare it with my files?

  • Bump. No one has tried exporting and running a C3 game on iPhone X yet?

    I'm also testing my game on the iPhone X simulator right now. I'm using Portrait only with 720x1280 and scale outer and also cover mode. The only thing I did different is that i'm not using a LaunchImage but rather I'm using the Storyboard. Here is how you can use it: https://oleb.net/blog/2014/08/replacing ... oryboards/

    But other than your game it worked pretty good.

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  • Thats great!

    What do I do once downloaded the files? Can I use the folder structure that they come in or do I have to place them all in the single icons folder?

    Well I usually just open the asset catalogue window in the xcode project and replace them by drag and drop.

  • I use this service most of the time https://makeappicon.com

    Just upload your 1024x1024 icon and download once complete.

  • Kraudi I see no performance issues with moveto on mobile either, not even a problem on my oldest testing devices. Sure it is the moveto behaviour?

    Are you using effects of any kind? Even the simplest effects can make a game unplayable on mobile.

    I think it is moveTo. I compiled a version where I move X coordinate of the sprites every tick and it is much more smooth then with moveTo. The only real "effect" I'm using in my game is the Inverted color effect because I implented a dark mode.

  • > I'm having some performance problems with moveto. I use cocoon.io and it works smooth as hell with the launcher app. When I compile it to iOS the objects running with moveto behaviour don't run smooth at all. It lags quite a bit and i'm on an iPhone 7 Plus. Are there any performance tips?

    >

    Hi

    I'm using this behavior as well. But I never had any performance issues with it while using Cocoon.

    I test my games on an Iphone 6s.

    Regards

    Andy

    Okay thats quite odd. Because i made an iOS puzzle game which is 1.5MB large and uses about 11mb ram. So the performance should be much better. But it's only smooth with the launcher app. Not after compiling and testing on the device.

    I'm using scale outer mode to let my game scale to every iphone and ipad and it works great. But I'm asking myself it this can be a factor for the bad performance in addition with behaviours.

  • I'm having some performance problems with moveto. I use cocoon.io and it works smooth as hell with the launcher app. When I compile it to iOS the objects running with moveto behaviour don't run smooth at all. It lags quite a bit and i'm on an iPhone 7 Plus. Are there any performance tips?

  • My new game Coloristic is now available in the Appstore!

    https://itunes.apple.com/us/app/coloris ... 8057?mt=8#

  • Bump/Update:

    I've submitted my app for review to Apple and it passed. I am still unable to get Game Center or ads to work through testing, but I've read that Apple will reject apps that have Game Center features but aren't using them in the code? Same for ads?

    Can anybody help??

    Well I'm using Cocoon.io and gamecenter works fine with testflight. Just used the default gc plugin that comes with Construct 2 and using this cocoon plugin https://github.com/leecrossley/cordova- ... ter#readme

    Worked out of the box for leaderboards. The "Not live" in itunesconnect is something you can ignore. It's not live because the app itself isn't in the store yet. You also don't need a sandbox user. Sandbox was only needed <iOS8.0.

  • I'm working on my new iOS/Android puzzle game.

Kraudi's avatar

Kraudi

Member since 14 Jan, 2013

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