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  • Intel XDK should hire Cranberrygame.

    He's pretty damn good.

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  • >

    > >

    > > Any word on IAPs?

    > >

    >

    > Works fine with XDK

    >

    > https://play.google.com/store/apps/deta ... lite&hl=en

    >

    > https://play.google.com/store/apps/deta ... girl&hl=en

    >

    > You can test the IAPs for yourself. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    Fantastic looking games Silverforce, I hope they make it big on the play store!

    So is implementation of IAPs on XDK as simple as using the IAP object in Construct2 and linking it to the play store in-app products in the developer console, or do you have to edit some settings in XDK?

    All the instruction is here: plugin-phonegap-related-plugins-crosswalk_t109586

    You need to get these plugins, its got a doc file that explains how to do it as well as example CAPX. Pretty straight forward.

    If you don't want to pay for it, you have to wait for Intel/Scirra to release officially supported plugins. Not sure when it will be available.

    Essentially these plugins implements Google's SDK so they work great.

  • thanks for your quick reply cranberrygame

    I am running into an issue where "has product" is triggered as true even after I have cancelled the test order in my developer wallet merchant center. Do you know how the google servers work, if it takes a while for cancellations to go through or something? Or is this how it is intended to function?

    edit: See "purchaseState" on this page: https://developers.google.com/android-p ... s/products - is it possible to get the purchase state to discern purchased orders from cancelled orders?

    Russpuppy, even if you cancel an order in the Wallet, the order is still through for the user, you just don't get paid for it. That is how it works, you can't take it back from their device. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I suggest you keep it simple if you want to restore purchase.

    If its not consumed, you can just check Has Product (which check on Google server if its there, if so, returns true) after store listing, then do whatever like set a global variable or something.

  • Any word on IAPs?

    Works fine with XDK

    https://play.google.com/store/apps/deta ... lite&hl=en

    https://play.google.com/store/apps/deta ... girl&hl=en

    You can test the IAPs for yourself. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Super Ubie Land, Mortar Melon, Our Darker Purpose (On Steam passing Greenlight is a huge achievement).

    Coming soon: Airscape & The Next Penelope.

    Quite a few other great games, but just needs some luck.

  • not counting memory management issues, this clunky exporter is still better than Crosswalk. Yes or No?

    No, it is inferior.

    XDK is now the superior Android option by far:

    1. More stable across a wider range of devices. CJS has many more incompatible crashes, just my simple Flappy Sperm crashes on so many devices that it shouldn't. In fact my Google Dev console has heaps of crash reports for CJS its ridiculous. Same for my bigger games, Star Nomad with CJS doesn't run on HALF of Samsung's devices as well as other big brands. Made with XDK? Works perfectly on all the devices that the CJS crashed on.

    2. Less permissions by default.

    3. Immersive Mode for 4.4+

    4. Direct Google AdMob & Store SDK access with plugins, no need for Ludei or MoPub server to be the middleman (hey when its down, you get the forum filled with "WHY MY ADS NOT WORKING??").

    5. Performance that is very close to CJS with the right settings. Which is great because its running in proper FULLSCREEN mode whereas CJS runs in Scale Inner.

    6. Loads a big game in 1/3 or 1/4 the time.

    7. Positioning 3D audio.

    8. Your own splashscreen only, without that blinking logo. Imagine a big game with that logo blinking for 20 seconds or more as it loads...

    Coming soon, support for expansion files!! There's your ticket to massive games.

    I've converted all my games to XDK compiled. Sure, some devices will crash due to WebGL blacklist, but its nowhere near the amount thats not compatible with CJS (including any CyanogenMod users).

  • It will be fine, bugs and whatever will be fixed on GitHub, its no big deal.

    What's a bigger deal, is if Ludei went out of business, their SDK integration relies on their own servers to communicate with Google (for IAPs) or MoPub. If they close down, your Ads won't show and your IAPs won't work.

    This is why I like Intel XDK, since the AdMob & IAP plugin calls directly to Google SDK.

  • Great job!

    Now... how about Linux? Last I heard it was still broken?

  • Just to add my concern.

    Ejecta has NEVER worked for my big games, and I have tried many days to troubleshoot it. It always crashes on startup or stuck at the logo.

    CocoonJS works fine with the same games and runs great even on iPad 2 or iPad Mini 1st gen.

    For Android I definitely prefer Intel XDK/Xwalk now that its got 3rd party plugin support (thanks cranberrygame for the awesome plugins, including AdMob & IAPs). But for iOS, CocoonJS is still the only viable solution currently and for the longer term.

    iOS8 is great but adoption will be slow, it will be ~1 year or more after its release before it is the dominant iOS. Android L is even slower due to the pace of OS upgrades on that platform.

    But for the C2 users, even if Scirra doesn't officially support it (they havent really for awhile now), it doesn't matter because you can install it via github anyway so that's not an issue. I just put it here as a perspective thing, CJS has its faults but it still works.

  • according to this restore purchase has been fixed -> https://github.com/ludei/Construct-2-plugin/issues/16

    Yup I just confirmed its fixed in the post above.

    Their code is separated so that consume isn't auto-called like it has been forever.

  • Dune is a well known franchise, its like making a Command & Conquer.. you better be careful with the IP infringement.

    Otherwise, good game layout.

  • russpuppy I just got that updated plugin, looking at the code, they definitely fixed it.

    It's now broken down to separate commands which you can call to consume an item or not, depends on whether its consumable or permanent. Once consumed, it cannot be restored.

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Halfgeek

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