AM_Games's Recent Forum Activity

  • Hello folks,

    having some issues with the Platform behaviour being unreliable for jumping.

    sometimes it takes 2 or 3 key/controller presses before it gets called.

    my variable is definitely being set/unset properly (checked in debug) but often the "Simulate Platform pressing Jump" just doesn't work, everything else will get called in the function but the character wont jump.

    This seems to be fairly random and I cant track down a pattern in it.

    Tried to counter this by manually setting the X/Y values just before the jump in case it was a collision issue but that's not helped either.

    <img src="http://img600.imageshack.us/img600/986/nidl.png" border="0" />

    any ideas?

  • Still not having any luck with this.

    <img src="http://img849.imageshack.us/img849/7243/ri6t.png" border="0" />

    Set up the product to purchase according to the OUYA guidelines as well as the IAP stuff in construct 2 but it's definitely not getting called and/or retrieving correctly.

    The most i've managed to get on the OUYA developer forums themselves is that I should integrate the provided purchasing API, however I've no clue how to do this.

    any suggestions?

  • Hello folks,

    Okay, so we've ported an Android title over to the OUYA and it's running lovely and smooth now (thanks to CocoonJS's recent controller and WEBGL additions).

    We've hit a road block though and can't seem to find any information anywhere on it.

    How do we invoke and then recall the OUYA's "Purchase this game" dialogues?

    Obviously unlike normal android which goes through the GooglePlay store and is dead easy to setup pricing/sales OUYA is a "All games are free" platform so we'd need to invoke their specific dialogues for purchasing... which we've no idea how to do lol.

    I'll also point out that we have no JavaScript/java programmers, we're all C++ based and have essentially no understanding of compiling for mobile outside of "Stick it in CocoonJS, wahey that works" and as such have no idea how to integrate OUYA's provided SDK with C2...

    Cheers, Matt

  • Hmm, might be worth grabbing the C2 update then since i'm still running r139 here. Cheers

  • Hello folks,

    okay so, decided to test some c2 exports on Ouya today, first thing that's apparent is awful performance.

    Exporting a full game with CocoonJS for an underpowered Chinese Android 4.1 tablet results in 30 fps, run the same export under their OUYA conditions with gamepad support results in 1-3 fps at best.

    So new test condition; blank layout, sprite to move around with the controller - 20-25 fps.

    Add a "spawn a bullet on A pressed" event and yay, 10-15 fps.

    Add a scrolling background in (4x 256x256 PNG's) with wrap and bullet behaviour - final count is 2-3 fps.

    2-3 fps with 7 sprites drawn? That's just silly!

    So, for now, totally unplayable Ouya builds of anything via CocoonJS?

    Or does Phonegap have some controller support as well that I've missed since I tried an export with that and it didnt register the gamepad input.

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  • Aye it could well be that! Thanks folks!

    The other problem I'm facing now is getting PhoneGap to kick out a playable build, the builds with CocoonJS using "Fullscreen - Scale Outter" have been perfect apart from being unstable, however under PhoneGap at least 30% of the screen is cut off at any one time, regardless of scale method (or the window is tiny and locked to top right)... which is always fun.

    Kicked out Phonegap builds using every Fullscreen setting but achieving very similar results all round, so open to ideas on that one.

  • Also along the same lines, I have tried to build with Phonegap but none of the "Fullscreen in Browser" settings seem to work properly for me.

    Either the game is scaled up offscreen or scaled down to a tiny window in the top corner, all settings produce a variation on that theme.

  • Hello folks,

    Basically, any small game I make, 1 layout, not much happening, very simple "move the thing around" style thing works flawlessly, with no problems at all and doesn't crash even after hours of running.

    Anything else I make, ie; game with many things in 1 layout or multiple layouts can and will crash at random, sometimes after a few seconds, sometimes not at all! No specific event or action seems to cause it, just the general running of the game.

    This is happening with zip files run via the launcher, Debug Signed APK files as well as full signed production builds. Also Game file size doesn't seem to affect it (2mb will crash just as much as 20mb).

    Noticing a pattern emerging here with games kicked out with CocoonJS for Android. The more things you add, the more likely it is to crash.

    Obviously this is a real problem, so, is there some specific setting or event series that causes this sort of thing? Does it happen to everyone? Should I be using PhoneGap instead of CocoonJS or some other compilation method?

    Cheers, Matt

  • Ahha!

    Thanks Szymek!

    That seems to have solved it for me! And doesn't seem to be documented anywhere else that i've found lol.

    Appreciate it :)

  • fernanm:

    I was struggling with that too.

    on the networks page on MoPub, disable your browsers AdBlocker and refresh, that should then display all the network fields to fill in and add a network.

    I however am still struggling with this, I can get MoPub to display it's test ad, and i've got AdMob set up through MoPub's Networks, but it still won't display anything but the Test Ad =

    Exactly the same as blackmoondev is getting in the post at the top of this page, having gone through the same steps!

  • Hello folks ; heads up, this isn't specifically a Construct 2 Question.

    got an app ready and managed to get the Ad integration from CocoonJS working lovely now however I'm really struggling to get my head around MoPub.

    I've read over their documentation and Getting Started guides and it doesnt make a whole lot of sense to me tbh.

    What I cant grasp is this: How do I get actual Ads displayed within the app.

    I can get as far as the banner ad displaying with the "MoPub Test! This works now setup your account" but no further, so the integration is definitly working fine but I cant grasp how to actually display other peoples ad's for monetization purposes.

    cheers, Matt

  • Spot on, cheers!

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AM_Games

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