Colludium's Recent Forum Activity

  • I've had very low mopub/admob ad show rates for about a week now....

  • Is this in response to your question here that was not yet answered when you started this thread? Five hours had passed - and the answer was, in fact, to be found in a tutorial all along...

  • STARTECHSTUDIOS, unfortunately custom splashes was an option before the latest update - and it isn't a replacement for the dreaded flickering nightmare splash, it's an option to add your own on top of it (after ludei's, I think).

  • On touch end - and - is touching object

    That should work. It's late and I'm using my phone to type so I cannot confirm first before posting but I'm pretty sure that's the easiest way to do it.

  • OK, after wasting (investing?) a day at getting this to work to my satisfaction, here are my lessons. Some are probably obvious with hindsight and a lot of my time was learning how to work the insufferable OS X (I now don't totally hate it any more!). Suffice to say that the Getting Started Paragraph in the Ejecta instructions page is VERY important.... LOL!

    hollowthreat, I thought iAd implementation was pretty straight forward (once I'd figured out that I had to follow the instructions exactly). After enabling iAds in iTunes Connect, I just added a sub event in C2 on start of layout - Ejecta show iAd at bottom / top. And that's it - no massive and confusing codes to copy/paste! I did not use the 0plus1 plugin or the Ejecta Kitchen files. As far as I can tell C2 adds the appropriate information to the index.js and I made the changes to the Info.plist myself. I could not get Xcode 4.5 to run the files (dozens of red js warnings like justifun reported), but everything worked perfectly in Xcode 5.

    Test ads seem to work fine although I have the same problem with the ad's placement as Zharzew said: they are aligned to the very left of the screen rather than being in the center (a bit of a pain in landscape but I think I can work around it). I've done a trawl of the Ejecta forums and a few others have asked for a solution - I only found this answer on the forum, but it's a year old and I couldn't find the mentioned file in Xcode (I've added it here in case I'm missing the obvious).

    Performance was about the same as in cocoonjs, but there's no flickering splash screen! Awesome!! Now to try leaderboards....

  • Nothing stands out - it all looks OK to me. Don't know why force would work where impulse won't. Could be that giving an impulse so close to enabling physics movable was the problem. If you get a problem with using force you could try setting the velocity instead... I'm glad it seems fixed though!

  • Have you a capx (or a screen shot of the spawn event at least) you are able to share? Is it possible that the ball is spawning inside another physics object? If you're pinning the previously spawned ball, is it possible that the pin action is affecting the wrong ball (just a guess but I've had that happen!)?

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  • I have found physics on mobile browsers to not work very well and that includes on cocoonjs I'm afraid. Any fps slowdown changes the physics characteristics of the objects so object interactions are different each time you run the same scene and if you play on a different device. And collisions cause little slowdowns...

    I thought that only the cocoonjs physics worked on cocoonjs without causing crashing. Have you tried running a zip in the launcher in debug to see what errors are reported?

    As for impulse and force. Wiki might give a more detailed answer. Force pushes for the time it is applied in increments of one tick. An impulse should change a body's momentum as if a force was applied for a fixed time. In fact impulse = force x time. So, an upward force of 1 for 10 seconds will result in the same upward velocity as an upward force of 2 for 5 second or an impulse of 10 being applied.

  • Only true for individuals with a poor sense of self awareness. In either case I would rather debate with the top 10% who thinks he's not at the top (humble or unassuming) than the converse with the bottom 10%...

  • Joannesalfa, LOL! I had to look that up - spot on assessment.

  • I would add the objects you're interested in checking the touch for into a family with a family variable that is set as a different value for each sprite. Then while the touch is dragging, check for another touch event in the family - you can then use the family variable to filter which object was touched. Things like UID are then easy to get. Hope that helps.

  • Interesting.... My number of requests has dropped to almost zero for the same time period. Thought it was just a confidence.....

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Colludium

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