pwrs's Recent Forum Activity

  • Performance on an i5s and i7+ both run pretty well. But C2 did that pretty well too (talking 5ish games from C2 and 11ish C3 ready). Overall zero slowdowns from what I have personally experienced; but than again, I don't do over-the-top performance demanding games.

    I think where C3 really has shined most is prep for the app itself. The XDK was literally a pain to work with, so many tiny details to get right or something will look off or just not function the way it did in test runs (html preview). C3 gives more hands on with xcode compared to importing to the Intel XDK and I like the logo/icon adding more now than adding every possible resolution known to mankind and getting errors from the Intel XDK.

    Apples development app feels easier to work with and can upload directly to the store (which is super nice, archives are a godsend and doing all my work to a Mac, or remoting in and importing to xcode is easier than ever).

  • reynslagdev I have set up a handful of games for export on iOS. It's been a pretty straightforward experience for what is ready (gamecenter, iap, and admob are all non-functional at the moment). The most important things to keep in mind is once you import to xcode, you need to remove the developer cert and re-add it (can be done right away), changing the device to generic, and turning on gamecenter (plus others if you have them).

    After that you can archive the game and upload it to the developer itunes connect area, and make available for testing (there is a small delay from uploading the archive to being available for testing, but most times it's under five minutes).

    Is that what you are looking for?

  • It does, but I will do some more troubleshooting (could be on my end, I will relog OneDrive in Chrome and recache the data) and submit a bug if I encounter it again (I just use Google Drive).

  • If you have good upload speed at home, you could do something like Apache.

    There are also sites that offer free server (site hosting) that usually include access to a private fileserver (mainly where the site will be hosted from).

    I'd say just upload it to one of them and do it that way to save time. Apache gives you 100% control though, although you'll need to set firewall rules on your router for redirects and blocking some traffic, which isn't terribly difficult, just time consuming.

    I usually use 000webhost if I want to throw something up for others to look at, plus they give you a free subdomain to use on their site (or add your own if you purchased a domain).

    It's a shame Dropbox killed their hosting folder (think it was called public), literally made this thing super easy.

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  • I just tried after downloading the newest version and am still encountering the same issue with OneDrive, but Google Drive works fine.

    Thanks for the update!

  • I think you can export it as html5, then just upload it a webserver and go to that page.

  • I also can confirm.

    Tried on multiple devices (two PCs, one Mac, and one Android), clearing saved content on Chrome for *.construct.* and still nothing.

  • Unless the leaderboard is live, you can't really test it. Which means publishing.

    While you can publish a game, you can also prevent it from hitting the store in it's current form by choosing manual release. Once the leaderboard is live, Gamecenter will log you in as normal.

    Another work around I thought of but never tested was taking an already live leaderboard and referencing it back to the test app. I don't think it'll work unless you line up the app com name to match what the live version has, but technically, you could use another working game and just use the testflight versions and never publish it.

  • I posted about this over on Github.

    I think the new plugin they are using isn't fully ready yet or in a rework since the cordova plugin itself is gone.

    You can actually see the Admob code in the js with reference to the property settings you define in ID fields.

  • I run Construct 2 on my MBA without any issues in Parallels "Cohesion Mode."

    I have even used the Intel XDK for OSX to publish my last couple games and haven't run into any problems.

  • AH! So apparently if you upload a distribution and put it hidden to start, changing the game profile to public does NOT make the distribution also public. Just fyi to anyone using GameJolt for the first time like myself.

    Well, in any case, the game is finally playable (public).

    Also, it was my first jam, and a lot of fun to make, I think I may compete in these more. This is game #9 for me this year, and I think I might count this toward my new year's resolution (after all)

  • Hey everyone,

    Just wrapped up my current project, using some old code, and slightly better integration skills, I was able to come up with this fun piece. The music is from a friend, he has a knack for dabbling in the electronic arena - soundcloud.com/levi-andasola-brabec

    And the game: (since I still can't link URLs)

    play.google.com/store/apps/details?id=com.frozensquid.stupidhard

    [attachment=1:um8jr5xi][/attachment:um8jr5xi]

    [attachment=0:um8jr5xi][/attachment:um8jr5xi]

    Anyways, enjoy

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pwrs

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Member since 18 Mar, 2014

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