Fradno's Recent Forum Activity

  • Hey, what behavior/command would make an interstitial ad appear within the game?(and not just at the start) Like what would the set up look like to summon an ad after certain conditions are met like say the match is over?

    I found a thread with an answer, but now I can't find it even after 2 hours of searching, and I'm super exhausted at the moment so I can't think straight. I just keep finding stuff like people complaining about kongregate(yet I can't find anything like how to implement ads to appear when and how??)

  • I've released my game, but only on iOS as a premium app, rather than free with ads. The reason I haven't posted an android version yet is because withtout ads(I have no idea which path or plugin will be obsolete if I tried to now after how seemingly impossible just getting a working wrapper was. It's literally a miracle the game is functioning at all.)without ads, and as just a paid premium game, you'll find it for free on a foreign website in no time.

    A premium game isn't so bad on iOS due to all its restrictions, but on android, your basically asking for your game to be pirated to a million foreign pirate sites for free. At least if its already free with ads, it lessens the impact, since I hear the ads will still work even in other countries. I don't know, I'll probably cave and just let it be and move on to the next game.

  • I was gonna wait until I made the android version, but I guess I might as well post it now:

    https://itunes.apple.com/us/app/nighty- ... 84872?mt=8

    Video:

    https://youtu.be/yojpJ0UKFxU

    Android version will be out, but as a free version with ads, so whenever I manage to figure that out. <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked"> I am an artist, not a real programmer, so it's quite the hurdle. <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked"> I'm just smart enough to be able to handle this stuff. Barely.

  • I managed to, using canvas + and getting rid of the black screen after numerous trials and errors.

    It's now on the appstore since the 20th, lol: https://itunes.apple.com/us/app/nighty- ... 84872?mt=8

    What method did you use? I could never get webview and webview + to work on cocoon.io, and Phonegap had similar crashes. According to scirra, it was googles problem. I don't get why Canvas+ miraculously works with the game, not only that, but there is no slow down or stutter. If I play the game as a straight up html5 from my website, it lags on the phone a bit, at least on my old phone. It just crashes on my new phone, in a similar fashion to webview, wv+, and Phonegap.

  • Ashley The results of the test so far:

    Cocoon IO:

    With WebGL off: Still crashed at level load.

    Webview and Webview+: Still crashed at same point.

    Canvas+: Only version that didn't crash, performance as smooth as on desktop. The only drawback is that the screen is shrunk and takes up only the lower left quarter of the screen. Touch buttons are still mapped to where they should be on screen despite shrunken image.

    Perhaps the reason Canvas+ has 1/5th the performance of Webview is due to being a more stable for certain games like mine?

    PhoneGap: Behaved similarly to the webview version of Cocoon, in that it crashed at the same spot, right after the main menu, when the level is loading after hitting play. PG has waaayyy faster load time than Cocoon though. While Cocoon took 10 to 15 seconds, PG went through the load bar in 3 to 5 seconds.

    No Browser plugin: Still crashed on webview/+ Cocoon and PG.

    So I can only assume that something in the playable level of the game is responsible for the crashes. I can't think of any culprit other than that layout has the most assets.

    Everything else in the game works on all versions, going through the info/tutorial pages does not cause crashing, leaving it on the menu for a minute doesn't result in crashing.

    So it definitely is something in the level. In conclusion, the only solution would be to make a new empty level from scratch, and include minimal stuff in it.

  • Ashley Ok, I tried a version made with release 247 and after making a build now when playing from browser, when the screen goes black, google gives the message "Rats, WebGL hit a snag, Reload?"

    And I found a working apk from July that is stable and doesn't crash. It's from before I had put music in the game, and an enemy that constantly uses the webgl supported wave effect in it's animation.

    I feel close now to finding the problem. I will test with WebGL disabled, then test again with music removed to see if it's one, the other, or both.

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  • Ashley Oh okay, I see. I thought Canvas+ would give stability in trade for performance speed. At least, as a temporary work around until Google gets their fecal mattter together.

  • Ashley Thank you. I'll do that, but since I need to release my game immediately, is there any reccomended workarounds? Like perhaps I should take out any webgl effects or use loader layout? Or perhaps I should simplify the game further and take out browser plugin related stuff??

    Some kind of minimum of features that ensures stability.

    Edit: Or perhaps downgrading to a version previous to the latest build and using Canvas+ for some kind of stability despite it being recently deprecated.

  • Ashley Is there any way to send you the capx file without having to post it publicly?

  • Ashley When I run the newer game, from either the cocoon or phonegap apk, it will get as far as the menu, or sometimes load the start of the level, then it just abruptly quits and goes back to the Android desktop without any sort of error warning.

  • When I play either on my android phone, the newer version crashes.

    Here is my game back in May, I think I was using version r244 of construct 2.

    http://theefenders.fulgryph.xyz/BACKUP2/game2/

    Since then, added a lot, new characters, music, more sounds, and exported using r246 html5:

    http://theefenders.fulgryph.xyz/game/index.html

    I took out most of the main menu stuff, and took out preload, and the game will still crash like 30 seconds into the menu, or instantly crash if you try to play.

    http://theefenders.fulgryph.xyz/NEW/

    Before I go through the trouble of downgrading to 244, is it something else causing the crashes, or did the game get too big?

    Is there some solution, like putting No to high resolution DPI(would that decrease load times and increase performance on mobile??)

    When turned into an android apk using either cocoon or phonegap, crashes at the same points the html5 version does.

  • I was following this tut:

    https://www.scirra.com/tutorials/9501/b ... astcomment

    And for some reason, no config file results from the cordova export with XDK Intel unchecked.(but does if checked, although a slightly different version.)

    So I managed to finally get an .ipa from cocoon.io while waiting for the phone gap build, and that .ipa didn't work. I couldn't even build the Phonegap build since that kept getting errors with the certificates(my fault) but even if I had bypassed it, I don't think it I would have gotten a working .ipa. <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

    And I DON'T have a iPhone to test on, I just send the files to people who do, so I can't really use the path that requires the UIID to test on approved phones. <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> I tried using the path that leads to a build that you would send to the app store.

    I'll have Mac access again on Wednesday. iOS dev is so hard, I accidentally made a fully functioning android app as a byproduct on both builders that works. <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

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Fradno

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