Vegamon007's Recent Forum Activity

  • xmnboy, thanks for the offer. Really appreciate the great service the Intel XDK crew provides. I'm happy to provide the zip file. Not sure how I can get it to you though. Could you send me an e-mail address via PM?

  • Hi Jose,

    I've been testing out your plugin today. Similar to GameThirsty, I am able to build to both iOS and Android but none of the actions in your plugin does anything.

    I have tried multiple different parameters in the login call and the app ID and name are correct in the Intel XDK plugin. None of the other functions (share dialog, get login status, app request etc.) work either.

    GameThirsty did you manage to solve your issues?

  • Soooo, it turns out Intel XDK has identified a bug in Intel XDK 3491 https://software.intel.com/en-us/forums/intel-xdk/topic/607195

    Best workaround for now is to download Intel XDK v.3400

  • I'm getting the same error when exporting using the 'Use new Intel XDK project format' function. Even with a blank project. Has anyone managed to find a workaround for this?

  • 'wait loopindex * 0.01sec' will introduce a 0.01 second lag between each repetition of the loop.

    Make sure you put the wait function in front of the other actions in the loop.

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  • Hi everyone,

    Since updating to Intel XDK 3491 I haven't been able to get my apps to compile correctly for Android when using Cranberry Games's Facebook plugin. The issues seems to be related to Crosswalk compatibility since the game compiles correctly when I either:

      - Remove the below Cranberry Games Facebook code snippet from my config.additions.xml file http://imgur.com/f3eoMvN
      • Change the Crosswalk Runtime option to 'Shared' (this means users will have to download crosswalk separately...)
      http://imgur.com/uXhPftT

    The game compiles without any issues for iOS.

    This is the build summary I get from Intel XDK when I try to build:

    http://imgur.com/scOlunk

    And this is the bottom section of the Build Log where the error is recorded:

    http://imgur.com/xO4XAjc

    Is anyone having the same issue? Has anyone been able to compile to Android using Crosswalk and Cranberry Games Facebook plugin?

  • My experience is similar to everyone elses. I released one game on iOS and Android and had a really hard time exporting it. Ended up using Intel XDK and although the process was an absolute mess I ended up getting it out on both stores after about a month of trial and error. Actually had to pay someone to help me get FB to work as a mobile app.

    Conclusion - The lack of an in-built exporter is the single biggest weakness of Construct 2 and I can absolutely see how it could be a complete show-stopper for new developers trying to build their game using C2.

  • Thanks Colludium, do you know if this bug is present on both Android and iOS?

    My game doesn't use joints so I'm still curious to know if non-joint asm.js physics is expected to have reduced performance on iOS. Some quick testing on my iPad didn't reveal any significant performance drop but I'm curious to know if anyone else has had any experience using asm.js on iOS devices?

  • The latest official blog post I can find states that it is not recommended for native iOS applications as it is not supported properly and may decrease performance :

    https://www.scirra.com/blog/132/more-ab ... ed-physics

  • Anyone know if Chrome (iOS) has added support for asm.js physics yet?

    If not, anyone heard anything about future plans to implement it?

  • Hi guys, thank you so much for your feedback!

    The main feedback I'm getting from this, as well as other forums is that the game lacks incentive for players to continue to strive towards improving their score. To fix this problem, I'm going to try to make the cloud unlocking system more apparent by giving players an in-game meter which shows how close they are to the next cloud unlock. In addition to this, I'm considering implementing a reward which is based on cumulative points rather than highscore so that players can see some progress even if they are unable to improve their score. Would love to hear your thoughts on this!

    Oh and Ninjadoodle, I agree with you that I do prefer a game which can be won and I'm actually working on a game with a final goal as speak. For Bounce Bounce Bear however, I think an end-goal or a storyline would be a bit at odds with the general feel of the game. Oh and you can tap the middle of the screen to restart after you die!

  • So a few weeks ago I released my first game on iOS and Android. It was done in my spare time and the game is a free download. It's an endless arcade style game where you try to stay alive in a spinning ring of platforms.

    I'm a big fan of old school video games and dislike how many video games these days seem to be developed with the goal of making sure that anyone can finish the game. It's a GAME! You're supposed to feel some sense of achievement if you finish it!

    Anyways, 2 weeks after release I decided to look at the stats from the first 300 or so downloads. Not a particularly pretty sight for a gamer:

    http://imgur.com/erdeTVy

    *Note, only players who have played more than 20 games have been included in this analysis

    90% of people score less than 500 points in 20 or more games! To put this into context, if you literally don't press anything and let the game do it's own thing you'll score ~150-200 points. At first I thought maybe my tutorial was flawed and people didn't grasp the goal of the game but after showing the game face to face to a few non-gamer fans and looking at how they play, I've realized that the game mechanics might just be too difficult for most casual gamers.

    This puts me in a bit of a tricky spot! The game was made for people who enjoy video games and in my personal opinion, the quality of the game would be greatly reduced if I lower the difficulty. It might open the door to getting more players but ultimately the experience would be slower and less rewarding for those players that actually manage to conquer the game mechanics and play it properly.

    So, do I cater to the mobile masses by lower the difficulty of the game or maintain my integrity as a developer and simply come to grips with the fact that my game has limited potential to significant success in the mobile gaming world?

    PS. The game is called Bounce Bounce Bear if you want to try it out:

    Google Play - https://play.google.com/store/apps/deta ... uncingbear

    Apple Store - https://itunes.apple.com/us/app/bounce- ... ?ls=1&mt=8

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Vegamon007

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