Artpunk's Recent Forum Activity

  • 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?

  • Keep me posted if you get anywhere would you?

    Yes I will. Hopefully within the next few weeks ill be at the stage of trying to integrate ads (and other stuff like analytics and achievements etc), so ill post if I get things working properly.

    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.

    That would be great! Looking at the Appodeal wizard, if you choose Cordova as the framework used, rather than Construct2, you get the option to choose iOS as the target platform in the next step... But then I dont understand how to integrate the resulting code at the end of the wizard.. whether it can be used with XDK, or if it involves a completely different way of building or something? I'd look into it soon. But yeah, keen to hear how you get on.

  • ... I should however note that there was a beta release that described a bug fix for the official plugin...

    The release notes say:

    "IAP plugin: Javascript error using preview-over-wifi"

    Does not sound like its related to what the member above is talking about (offical iAP plugin not working with iOS?).

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

  • TMAJA I haven't tried yet. Very soon I'll be attempting to get ads into my game so I'm just reading up about it now.

    Well actually the author of that tutorial I linked above (his name is STARTECHSTUDIOS) told me in a pm that Appodeal works with iOS. But I'm hazy on how to implement it. I think his tute is specifically for Android not iOS.

  • 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.

  • Which ad systems have you had success with Triforce?

  • I love the graphics. The controls are really nice and smooth.

  • Voted for you on Steam. Good luck and congratulations on making a really nice game!

  • I might be missing the point of what you are trying to do, but is there any reason you don't want to use the tilemap object? You could import the tmx file and your tiles straight into C2 with that?

  • nemezes I don't know if I should release on html5, you think I should? You mean to publish on Kongregate and places like that? I'd have to read about how to monetise for those platforms... I guess it's all ads.

    Right from the start the main platform I was targeting was mobile (iOS being the priority followed by Android). Beyond mobile, im not sure which other platforms I'd aim for... need to research the options more thoroughly.

    Although I did have the thought that I could put the game on the Scirra arcade for a short while for the purposes of beta testing... I could use any feedback to improve the game before publishing to the mobile markets..

    Ok option 2 for you then. I thought I'd just have an ad pop up every 3 or 4 levels, and then a small ad constantly positioned on the screen... Something like that anyway (dont want to make it too annoying). That's something else I still need to research yet, how best to set the ads up and which ad services to use etc. I bookmarked a tutorial for appodeal a while back because the op was saying he'd had better success with that service than admob... but then does that work with iOS too? ... still lots to figure out .

    Ill just keep making the levels and figure all that stuff out later...

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  • This is a known bug. I had same problem in my android game and the fix the op posted in this thread worked for me.

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Artpunk

Member since 10 Apr, 2014

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