aquinn's Forum Posts

  • I was/am a big fan of Ejecta as it really easy to build on iOS. You have complete control of the build, you can use True Type fonts in apps.

    Also the Xcode and the Simulator is great for testing, rather than the laborious build>download>transfer>test process with cloud builders.

    However I recommend the Intel XDK as a close second in terms of workflow. The XDK builds run well on iOS 8 too, and there is broad plugin support, even though there are some annoying audio issues on iOS.

    I still use Ejecta to get iPhone 6+ screenshots in the simulator. I've found no other good way to get them unless you have a physical 6+ device.

  • cioclod Nice - saw your Reddit post on XDA Developers forum posting... did you get many downloads from the feature? With so many games out there it's really. reallyt hard to get noticed...

    Congrats on a nice game.

    Also I love your promo images... how did you create such good assets.?

  • Hi!

    Some more info might help the debug..

    What audio format are your tracks when exported? How big are the typical files?

    Have you imported the audio into the project as music and not sounds?

  • There was, $4M in prizes no less! Winners here:

    https://developer.tizen.org/contests/ti ... -challenge

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  • Kudos to Ashley.. excellent support.

  • Try using the iPhone Configuration Utility.

    It's no longer supported by Apple, but it's really quick and easy to push IPAs to your test device, as well as examining provisioning profiles etc. Its more developer oriented than iTunes, and it runs in Windows.

    http://download.cnet.com/iPhone-Configu ... 69175.html

  • nichekeys I have the same file. However, the size is 170x200 so it's not an icon file.

    It looks like it could be a file leftover from the Cordova default blank project maybe.

    No harm to change it.. but should not make a difference I think.

  • I can't sit around waiting for a fix I'm afraid.

    The above method worked for me, but make make a backup so any damage to the source project can be undone.

  • I have the exact same issue. Blank screen on iOS/XDK.

    If you disable beta in Steam it will download/revert to the last stable build of C2. (195)

    You need to follow these steps to be able to open your project in r195 (MAKE A BACKUP FIRST!)

    (at the bottom of the thread)

  • The exception to this is games with source:

    [quote:3h3qrdzx]2. Provided CapX Source Files

    Game source files (the “Source Files”) which are usually provided in the CapX file format are strictly permitted for use for personal educative and learning purposes.

    You are not permitted to claim ownership of any derivative works you create from the Source Files.

    You are only permitted to privately distribute derivative works amongst friends and family in person (not online), strictly for demonstrative purposes.

    You are not permitted to distribute derivative works in any other way, including but not limited to online publishing/distribution, public demonstrations, for sale, or accessible to the general public in any form.

  • Strange. That's the default cordova icon. Looks like the XDK is still using a size that's not a default on the iPad/iPhones.

    Try this:

    Rename the IPA that you download from the XDK to a .zip file.

    Open the zip files and take a look at the folder \Payload\YOUR.app\www

    That is where your icons and splash screens are stored within the app. It might give you a clue which one is using the wrong icon.

    As a comparasion, in my config.xml within the IPA file, the icons for a landscape iOS app are like this:

    (/resources folder is where I put the icons, it will be different for you)

    <icon height="180" platform="ios" src="resources/Icon-60@3x.png" width="180" />
        <icon height="120" platform="ios" src="resources/Icon-60@2x.png" width="120" />
        <icon height="60" platform="ios" src="resources/Icon-60.png" width="60" />
        <icon height="152" platform="ios" src="resources/Icon-76@2x.png" width="152" />
        <icon height="76" platform="ios" src="resources/Icon-76.png" width="76" />
    [/code:1zpx2obv]
  • Did you figure this out in the end? How did you do it?

    Try these to get you started...literally 5 mins in Inkscape!

    [attachment=1:w6irif0a][/attachment:w6irif0a]

    [attachment=0:w6irif0a][/attachment:w6irif0a]

    Try here.. http://opengameart.org/

    And Kenny has loads of free stuff: http://opengameart.org/users/kenney

  • Maybe add a few seconds wait after Restore purchases, before you check the 'has product', as it will take some time to retrieve the listing it from the store.

    There is no 'Restore success' trigger with the native plugin -maybe it's the same as the 'Store listing success' trigger, as the restore is just downloading the list of products/prices/purchased items as far as I know.

    I'm also having trouble with Restore purchases, but I'm using Cranberrys plugin and XDK (iOS). Cranberry's plugin has 'Restore Purchases Success/Fail' trigger, but I can't yet get restore to work. Will keep you posted if I do.

    [EDIT] OK restore purchases is working for me now. I am waiting a generous 5 seconds from the 'Restore Purchases' to allow the listing to complete, and also waiting for a 'Restore Successful' trigger event before checking if the user 'Has a Product' and then processing.