Halfgeek's Recent Forum Activity

  • i have tested on mobile ever since i started working on my project but it seems now that i want to build,It wants to give me issues.

    I would love to use Ludei but i can not figure out why im getting the whitescreen,If i could get help on what the reasons that cause it,i could maybe narrow it down to why its happening.

    Right now i can not get a game to play on mobile and it is very stressful.

    I am very open to any feedback you have to offer,im at my wits end.

    I am willing to help, but I'll need to look at the CAPX to see if there's any concerns. Generally I have no troubles with CJS for Android, or previous XDK builds.

    Put it on Google Drive and invite me to access it:

  • Out of curiosity, is there a reason you are not using Ejecta for your iOS build?

    Have you posted the issue on the github page? Seems to be the only place they pay attention to anything.

    Ejecta flag warnings about depreciated functions & code when I tried to build it using Xcode5.1 or 6, it refuses to build at all, and I changed all the required details and bundle id and sign/provisions properly so its not my end. Xcode reports a lot of the code in Ejecta is obsolete for iOS 7+.

    No idea why, I downloaded the master zip from github straight from my MAC onto desktop, exported C2 game, put it into the app subfolder in Ejecta. Troubleshoot it for a few days but it did not want to work so I resorted to CJS. When it worked, it would get stuck at the Ejecta loading screen, and Xcode reports code errors in Ejecta leading to crashes. Btw, it was using up to 160MB of ram when it crashed. My game on CJS uses ~140MB.

  • Im getting nothing but Whitescreens when i test using Ludei,Im getting errors when i upload to Intel XDK.

    This is really starting to get on my last nerve.I am trying to get a project to my friend/partner and i cant even come up with a stable build to play my freakin game.

    Are we all supposed to just let our projects be dictated and ruined by 3rd party exporters,When in my honest OP i think scirra should have its own exporter.

    This is just bull.Ive worked so hard and come to find out that i cant even play my game.I would understand if it was something i did on my part,but im being held back by 3rd party people that are not working on Construct 2.

    Yup, for C2 mobile developers we're going to be at the mercy of 3rd party wrappers for a long time yet.

    But you can work with them (mostly), have you tested your game during development at major checkpoints on mobiles to see if they work well? Or you made the same mistake I did with my first game, build it all, finish, then find it doesn't work on CocoonJS and spend a lot of time fixing it.

  • They "depreciated" version 1.4.7 on their cloud compiler, I tried and it would not compile.

    Way to annoy everyone because version 1.4.7 is actually the most stable.

    YOU CANNOT EVEN SUBMIT APPS TO THE IOS APP STORE compiled with later versions because they included SDKs that flag IDFA advertising, your binary will be rejected for being invalid.

    Way to go Ludei. Now I am pissed.

  • The older Intel Atoms are just really bad, terrible GPUs on them.

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  • Changelog: https://software.intel.com/en-us/node/517505

    All the extra services are via Cordova plugins which XDK will support, including IAPs & AdMob.

    Ashley Does this mean you guys need to update your C2 plugin to cater to these & get it working? Hopefully a tutorial too. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Just a heads up for those unawares, CJS is not compatible with Xcode 6 beta.. I wasted days trying to troubleshoot this lame problem and its a problem with Xcode 6 beta and CJS conflicting.

    The problem is that building a CJS project with XC6 add entitlements (permissions) "application ID, beta-access-group, keychain sharing" automatically to the IPA, which conflicts with your provisioning entitlements (since you dont have those and dont need it).

    In Xcode5.1 (current version on the App Store), it does not have this problem.

    But there's another problem, CJS version 2 or later, including 2.0.2 has a IDFA flag with Xcode so when you submit it to the App Store, they will email you asking why are you flagging Advertising code when your app doesn't have Ads? It turns out because CJS later versions include facebook & other SDK into their compiled build, this is flagging IDFA.

    Seriously nearly threw my mac out the window with all the troubleshooting for the past few days.

  • Pandy

    Not currently, Intel have told me they are expecting it in their next build for early August. But I'm not sure if it will be ready & compatible with C2's IAP plugin (I suspect NOT), so Ashley will probably have to release an update for C2 to make it happen.

    The performance difference isn't huge, the chromium engine is pretty fast, and XWALK has some serious advantages over CJS to make it much more viable once it sorts out these monetization issues.

  • Wouldn't crosswalk give lower fps than cjs?. assuming your game has iap, is crosswalk able to handle iap and leader boards and such. I assumed that many preferred cjs because it could handle iap, leaderboards, ads( a long long time ago) etc whereas crosswalk had issues with the above mentioned.

    And Silverforce , i'm not familiar with your game but couldn't you use the players username as a sort of key for the saved file. Maybe in an update you can have the ability to name the ship and squad and etc etc, so you use the ships name and the squads name and etc etc name in digits(1 for a, 2 for b etc etc) multiplied by a large number and keep it as a save file key. Probability of 2 people with the same ship name and squad name and etc etc name would be zero, i guess. Just my 2 cents.

    Xwalk is pretty good now, I notice in all my games so far its running around 20% slower than CJS BUT its smooth, it doesn't have the stutter that occurs on CJS once in awhile. Also I tested it on some very old devices and they were able to hold 30 fps during combat and it was still smooth enough to play and enjoy. On newer stuff its usually 50+ fps.

    I only need IAP for my game, don't even care much for Ads because I don't use fullscreen Ads since as a gamer, it annoys me. Whatever annoys me (as a gamer) wont go into my games.

    The problem with implementing these clever saving system is that a large amount of gamers are always behind on updates, about half of them are on 2 updates ago. If they were to update later on, they would miss out on my saving system and suddenly find their game resets to the start.

    Its just I didn't realize CJS/XDK were not compatible with Webstorage, eventhough the bundle name & keystore signing is the same and the game installs on top of the same location.

  • Most big studios these days do multiplatform games, PC & Consoles & even mobiles, but they aren't identical versions.

    PC will get better graphics & maybe even mod support compared to consoles, and mobiles are a stripped down version.

    Big games cost so much money to make, it just makes more sense to target a wider audience.

  • > I still get the error on MoPub site over testing..

    > ====================================== CAMPAIGN FILTER RESULTS ======================================

    > No adgroups for level 0.

    > No adgroups for level 1.

    > No adgroups for level 2.

    > No adgroups for level 3.

    > No adgroups for level 4.

    > No adgroups for level 5.

    > No adgroups for level 6.

    > No adgroups for level 7.

    > No adgroups for level 8.

    > No adgroups for level 9.

    > No adgroups for level 10.

    > Removed due to inactivity: AdMob key: 302ec62210e511e4abf3123138070049

    > No adgroups for level 11 passed filters.

    > No adgroups for level 12.

    > No adgroups for level 13.

    > No adgroups for level 14.

    > No adgroups for level 15.

    > Auction returning None

    >

    > Does anyone is getting this?

    >

    anyone have solved this issue?

    Well I had that same problem a few days ago and yesterday it suddenly wanted to work again.

    My fillrate is >90% back to where it should be. So it was not working for a few days for whatever reason (probably Ludei or MoPub server backend).

  • Great looking game, definitely a yes vote from me.

    Much respect.

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Halfgeek

Member since 24 May, 2013

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