TMAJA's Recent Forum Activity

  • >

    > I like the look of your game a lot <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> if you need beta testers I'd be happy to lend a hand! Did you produce all assets yourself?

    >

    Yeah I made all the artwork for the game, I like pixel art and I was making 2D art for other people's games before I started developing my own, so I have a bit of experience with 2D art and animation. I contracted a composer to make music for me though, which is nearing completion.

    Im not sure what to do about beta testing actually... I wondered about posting the game on the Arcade and asking people to leave feedback on the forum here. Not sure if that would be a good way to do it... otherwise I only have a handful of potential beta testers, so I might take you up on that.

    >

    > I'm currently working on Kitten Chaos - available on Android right now: https://play.google.com/store/apps/deta ... s&hl=en_GB

    >

    > It's currently a pretty simple game about rolling really fat kittens past obstacles to their baskets. Starts slow and easy but gets much more difficult later on <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">. Nothing groundbreaking at the moment, but once I've got it sorted on iOS, I'm looking forward to the upcoming content I have planned for it! If you check it out and have any thoughts they are always welcome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    Downloaded Kitteh Chaos. Ill pm you with feedback once Ive had time to play it a bit.

    Thanks for downloading, any and all feedback is appreciated. Hopefully I'll get chance to pay you back with your project at some point <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    TMAJA I was one of those affected by black screen and my solution ended up being creating a new project on XDK. Just an FYI in cae you run into this problem.

    Actually really appreciated this info, I was affected by blackscreen and this was the solution. Running well now!

  • Artpunk I didn't get a black screen yesterday so I'm hoping I'm not one of the ones affected - we will see though (I'm currently using an old build of XDK, which was the only way I could get Appodeal ads to behave on Android, but I guess this could cause problems for me at some point). It wouldn't surprise me if I run into blackscreen trying to get published on iOS - my app is pretty heavy on the plugins.

    Yeah I know what you mean with the developer certs! One for your device, one for your app (which changes?). I'm reasonably sure I have the correct certificates currently but I'll double check with some research at some point.

    I like the look of your game a lot <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> if you need beta testers I'd be happy to lend a hand! Did you produce all assets yourself?

    I'm currently working on Kitten Chaos - available on Android right now: https://play.google.com/store/apps/deta ... s&hl=en_GB

    It's currently a pretty simple game about rolling really fat kittens past obstacles to their baskets. Starts slow and easy but gets much more difficult later on <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">. Nothing groundbreaking at the moment, but once I've got it sorted on iOS, I'm looking forward to the upcoming content I have planned for it! If you check it out and have any thoughts they are always welcome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • >

    > Tomorrow or Sunday I'm going to have another decent go at getting Appodeal to run via XDK, maybe I missed something last time - I'll let you know if I have any success.

    >

    How did you go with this TMAJA? Any luck?

    No progress to report I'm afraid - the changes I'd really hoped would make it work had no effect, so back to square one with it.

    That said, tomorrow I have a day set aside for having another go. Up to now I've simply been doing the same as you and dropping the package onto the device via itunes (I've exported with XCode but didn't end up using testflight). I'm wondering if this is causing part of the problem (or I'd at least like to rule it out) so along with a couple of other tweaks I'll be testing that tomorrow!

    I'll report back once I've given it a go

  • Great stuff - thanks for the information, I was mainly just looking for how you were exporting to iOS. I know a lot of people right now are struggling with blackscreen on iOS 10, from apparently healthy apps. Are you using testflight to get your app to the device?

    (also, very curious to see your game when it comes out )

  • Im noticing a big improvement in my game's performance on iOS10

    On my old iPhone5 running iOS9 my game would run at around 45 - 55 fps, with cpu usage at around 60 - 70%.

    It was certainly playable, but it was a little jerky in places especially during moments of fast - paced play, with many enemies moving around on screen etc.

    With iOS10 Im getting constant 60fps even on the busiest levels and the game-play feels noticeably much smoother, again testing on the same iP5. Interesting to note tho the cpu usage reads higher at around 80 - 85%. But despite that the game definitely runs better.

    I guess Apple did something in this update which allows improved performance for our games. Anyone else noticing this?

    Would you mind sharing how you are exporting to iPhone when you see that kind of performance boost?

  • Under HUD layer properties, set Scale rate to 0 and it won't change when you scale the layout.

    Honestly, I must have looked at that about ten times as I was trying to figure this out! You are spot on, that was exactly the solution required.

    Thanks for your help

  • Hi everyone,

    So I have a zoom system controller by the player. This zoom system simply scales the layout by adding 0.02 to the layout scale every tick while a button is down. To zoom out it just subtracts 0.02 every tick while another button is down. This works fine.

    Unfortunately I also have a HUD overlay on the game and I really dont want this to scale. The HUD is added via a global HUD layer.

    I've tried scaling all the layers apart from the HUD but this causes some very odd behaviour from my turrets - they no longer point at the mouse (in fact all coordinates are off, I assume because the original layout scale hasn't changed and everything is still working on that).

    How can I scale the whole layout, while keeping the HUD looking the same?

    Thanks!

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  • Ok thanks... further research needed then..

    Keep me posted if you get anywhere would you?

    Tomorrow or Sunday I'm going to have another decent go at getting Appodeal to run via XDK, maybe I missed something last time - I'll let you know if I have any success.

  • > how incorporated appodeal to construct 2?

    >

    There is this tutorial for Appodeal: Simplest Appodeal Ads Tutorial

    >

    > if you using xdk

    >

    >

    Thanks for posting that link for Appodeal with XDK. Does Appodeal also work with iOS in your experience? I notice in that video he only builds for Android from XDK.

    In my experience Appodeal does not work on iOS from XDK.

    Don't get me wrong I could well be messing something up somewhere - did you get it to function on iOS?

  • So here is an update just in case anyone is interested/can offer any advice.

    Getting Kitten Chaos onto iOS has been an absolute nightmare so far. It appears that in its current form it is simply impossible.

    The first thing I tried was just to go ahead and export via Cordova, to XDK, export from XDK to iOS and then into XCode. Depending on certain things this will run successfully, BUT no adverts. Appodeal doesn't appear to function at all under this process.

    I then tried following guides and exporting to CocoonJS and Cocoon.io while still keeping in Appodeal ads. Neither of these exports will run on iOS with Appodeal included - black screen every time.

    Finally I started looking at different advertising providers - but I am struggling to find one which offers video adverts to fit in with our current monetisation structure.

    I'm at the tearing hair out point now...

    Does anyone have any advice on getting video adverts from any source on iOS?? It would be really appreciated!

    Thanks

  • Hey everyone, just giving this another bump as I am still really looking for advice. Any help at all would be really appreciated!

  • Just giving this a bump so a few more people might see it, still looking for any advice on those questions! Please help?

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TMAJA

Member since 13 Feb, 2014

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