aquinn's Forum Posts

  • Of course, but you loose a lot of crispness and detail doing that.

  • I usually go for 1136x640 with a 960x640 viewport/'safe zone', and scale outer. It works well for wider aspect ratios like iPad.

  • Here are mine... 18 apps and games so far.

    https://itunes.apple.com/gb/artist/alan-quinn/id696082839

  • Hi Folks,

    When using the Intel XDK for an iOS build, how do you generate the iPhone 6 and 6+ screenshots? (1242x2208 and 750x1334)

    I have been exporting to Ejecta/Xcode and using the simulator, but if you don't have a Mac, how do you do it?

    I'm wondering if there is an easier way without a Mac?

    Thanks,

    Alan

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  • I'm also using Admob on Android, and it's really laggy especially for the first 10 seconds or so. It seems to stabilise after that initial slowdown period.

    I've read on here that disabling text ads is the answer, but I can't say I've noticed any difference.

    I'm guessing Admob is doing a lot of stuff in the background on launch, but it's really not a great experience -most people will delete the app in the first few seconds if it is laggy or unresponsive.

    tharek What's the revenue like on Tappx?

    Using the XDK 'Android' build option is unusable for games.. far to slow. Hence 'Android Crosswalk' is the best option even with it's many disadvantages. (files size, sound problems, lag etc.)

  • We do not have a hudl2 . If you can hook up your device and get the log from ADB/Logcat, that will give us more info to look into

    imaffett Re HUDL 2 Crash with v10 builds (v7 builds are OK)

    Here is the crash report from Google Play.. says: "Caused by: java.lang.RuntimeException: Use SharedXWalkView if you want to support shared mode"

    Ver 10 builds run just fine on my other test devices, a (Moto G & HUAWEI Ascend Y330) I'm not sure why the HUDL 2 is a problem.

    HUDL 2 Crash Report
    java.lang.RuntimeException in org.xwalk.core.ReflectionHelper.handleException
    
    Device: hudl 2 (HTF8A4)
    Android version: Android 4.4
    
    java.lang.ExceptionInInitializerError
    at org.apache.cordova.CordovaActivity.makeWebView(CordovaActivity.java:325)
    at org.apache.cordova.CordovaActivity.init(CordovaActivity.java:361)
    at org.apache.cordova.CordovaActivity.init(CordovaActivity.java:353)
    at com.zoytek.retrorace.RetroSpeedRacer.onCreate(RetroSpeedRacer.java:31)
    at android.app.Activity.performCreate(Activity.java:5231)
    at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1087)
    at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2218)
    at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2304)
    at android.app.ActivityThread.access$900(ActivityThread.java:142)
    at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1255)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:149)
    at android.app.ActivityThread.main(ActivityThread.java:5097)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:794)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:610)
    at dalvik.system.NativeStart.main(Native Method)
    Caused by: java.lang.RuntimeException: java.lang.RuntimeException: Use SharedXWalkView if you want to support shared mode
    at org.xwalk.core.ReflectionHelper.handleException(ReflectionHelper.java:233)
    at org.xwalk.core.ReflectionHelper.handleException(ReflectionHelper.java:237)
    at org.xwalk.core.ReflectionHelper.init(ReflectionHelper.java:132)
    at org.xwalk.core.ReflectionHelper.loadClass(ReflectionHelper.java:199)
    at org.xwalk.core.XWalkPreferences.setValue(XWalkPreferences.java:112)
    at org.apache.cordova.CordovaWebView.<clinit>(CordovaWebView.java:890)
    ... 18 more
    Caused by: java.lang.RuntimeException: Use SharedXWalkView if you want to support shared mode
    ... 23 more[/code:1up21jhu]
  • cranberrygame Thank you, I'll check it out.

  • 3000 downloads/day is amazing.

  • It depends a little on how you are publishing, but with XCode you can only specify by the minimum iOS level.

    On Xcode you can choose device support between either iPhone or iPad by modifying the info.plist file

  • PlasmaGames2013 Not random, use FTP to create a folder and transfer your files into there.

    I use FireFTP which is a browser extension to Firefox, easy to use and free.

    [Edit] Actually there are probably lots of FTP/File and folder manager plugins for Wordpress, but I've not used any.

  • Open either a new page or a post and insert the following code:

    <div style="text-align: center;">
    <iframe style="float: inherit;" src="http://zoytek.co.uk/fgl/worm-copter/index.html" width="420" height="630"></iframe>
    </div>
    [/code:1fcasjm2]
    
    The web address in the iframe needs to point to where your game files are located. If you do a normal HTML5 export with C2, you can control the width and the height with the iframe dimensions. 
    
    The aligment for the iframe is inhetited from the parent <div>, which will center the iframe in this case.
  • Yes it's free to all mobile platforms now, which is a huge compared to before ($1500 for iOS etc.) http://unity3d.com/5

    You do have to put up with a Unity splash screen. ..but if your app takes off then buy the full version for $1500 OR $75/month

    With their intention to get into WebGL it may make it a good option for web based 3d in particular.

    They must have a huge development team - it shows!

  • Hi guannstar

    Have you accidentally used a banner ID as the interstitial ID or vice versa?

    Check the ad ID in C2 for leading or trailing spaces - I've had a banner not show because of an extra space in the ID!

    You should still see test ads even on android v4.0.4. For some reason however, I always see the interstitial test ad, but not the always banner test ad. When it goes live, they both show OK.

    I only preload once at the start of the game layout, and just use show/hide during the game. Works fine.

  • codah It was working Mon 23rd, that's the last time I did an ios build... That's before the Intel XDK was updated

  • TonyW Did you manage to make any progress with recording audio?

    I'm investigating recording audio on mobile, just wondering if you managed to do it?