ArcadEd's Forum Posts

  • No. How are you trying, on a device?

    I always test through xcode on my device. You need to have a sandbox game center account and make sure the device is set to sandbox under settings, game center

  • Thanks man!

    Apparently there is some bug with Game Center on iOS. I think it's a CJS thing, it's weird.

    Right now Hal moves based on the touch.y and using touch end and touch start.

    Anyway, sometimes when you load the Game center screen, that stops working. You can't move Hal anymore, but every other touch event works.

  • Define normally? That's how they have always worked with CJS, I just make sure I have room.

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  • Yeah, it's because of the Layout by Layout loading now.

    I'm still not sure the new version is better, until we can find a way to show the user the game is loading between layouts, otherwise having a 5-10 second pause when going to a new layout is bad.

    Hoping for some real good communication between Ashley and ludei to get us rocking

  • Added a link to itunes

  • Are you compiling with the new 2.1 or with 2.0.2?

  • Thanks for the kind words everyone.

  • Aphrodite

    I gotcha, I just didn't know if it was something that could be exported/compiled differently on export that would not take a lot of man power to do. It's probably something that is a huge undertaking, but I was just curious.

    I just want harmony .

  • alvarop RSS?

  • This is hopefully one of the very few times we talk about money .

  • Ashley

    [quote:1yosbz1e]1) our approach, designed for real browsers, doesn't work, nor will any other engine which has similarly mitigated the problem for real browsers

    2) anyone designing a game for CocoonJS, then porting it to a real browser, will find it suddenly suffers from mid-game jank due to lazy loading resources the first time they are used.

    1. But isn't Canvas+ not a real browser? Shouldn't the CJS exporter simply work for CJS and not worry about anything else?

    2. I don't understand why anyone would do this. In our C2 world anyway.

    Most of this stuff is way over my head, I am just trying to make sense of it as a user of both C2 and CJS.

    I really feel like we are getting somewhere and the bridge of communication has been reopened. I hope some kind of compromise is met, because CJS just works and the last thing I want is for it to break . Right now, I prefer the way things were done in 2.0.2, but only because there seems to an issue when loading a large layout, not having a way to tell the user it's loading. Once in game, my game did run better in 2.1

  • Hungy Hal is finished up. It's available on Google Play, Amazon, OUYA and iTunes. Wrapped with CocoonJS, Full Game Center and Google Game Services working with Leadeboards and Achievements.

    Google

    https://play.google.com/store/apps/deta ... .hungryhal

    Amazon

    http://www.amazon.com/Hungry-Hal-Infini ... hungry+hal

    OUYA

    https://www.ouya.tv/game/Hungry-Hal/

    iTunes

    https://itunes.apple.com/us/app/hungry- ... d925522862

  • Thanks ludei, you have been very informative. I hope the relation between C2 and CJS can be mended because CJS is an amazing wrapper I have used for 2 years and it just keeps getting better, especially now that more attention is being paid to the plugin and you guys are communicating with the community.

    Ashely, what do you think? Is this something achievable in C2? Do other wrappers that have layout to layout loading have an option for some kind of progress to be shown during loading?

  • Good info, thank you.

    The question still remains, now that we have layout by layout loading, if we want it, how can we pop a loading bar or something while loading a layout. Is it possible?

  • ludei I just sent the latest memory demo with a loading layout to your support email.