krish's Forum Posts

  • I had a similar problem on Nexus 7.

    First two levels would play at 18-30 fps or so, and then 3rd level was like 5 fps.

    • Look for all the 'every ticks' or disguised everytick conditions and try to eliminate them.
    • Dont move too many empty sprites around
    • Optimize all the collision polygons
    • May be avoid high dpi sprites (We were using 226 ppi exports)
    • Elminate race conditions
    • Avoid too many redraws or too many frames per animation.
  • No I didn't.

    CocoonJS export to android has its own problems. Also the IAP implementations have their own issues there.

    In forum posts, I see people struggling with the same stuff that I have, something or the other like 'get purchases' wont work or something else doesn't work.

    Besides, now for last few months, crosswalk is recommended way of doing android builds.

    C2 needs its own IAP object to work with platforms correctly ( Android, iOS, Blackberry, Windows and web at the least)

    I have also spent tons of time with the IAP object on blackberry only to finally figure out that it was for blackberry 1.0 and that too doesn't work as expected. Blackberry guys (@waterlooerik) have been kind enough to write a plugin for webworks 2.0 and test it over and over with me tons of times with so much patience.

    I have to run some final tests before I can confirm that it works in live, but due to my recent motorcycle crash I'm not able to (hopefully will start next week).

    IMHO, I haven't overlooked anything; I've been trying to push my game majorly to 3 platforms - iOS, Android and Blackberry and lack of a tested IAP (native to c2) is killing me.

    I'd like to know if there is anyone here who has got a working IAP model on stores then?

  • Bump.

  • I been developing my games with c2 over year and half.

    7 prototypes and 2 releases and still I didn't get to see a proper IAP implementation.

    This is really sad, or does it seem that c2 is only for making paid games and we cannot bank on the free to play model.

    1. The IAP plugin doesn't work.

    2. Now build with crosswalk and it doesn't have a way to implement IAP.

    3. For blackberry Erik was working a plugin and I'm yet to run final tests.

    I'm asking is it too much to expect that now c2 should have a working IAP plugin that at least works with 3 major platforms of mobiles?

    I know the team is just 2 people but I'm not able to wrap my head around the fact that we're making games and throwing them in the air without being able to monetize.

    I honestly, sincerely request Ashley and Tom to give some time to make a working IAP model in c2.

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  • I'm actually talking about crosswalk

    Crosswalk is meant for 4.0+ but still the build page shows min of 2.3 (and even after specifying in config it does... so my test has failed)

    There is nothing to ensure that a user with less than 4.0 is not installing and hence cursing your game for poor performance :/

  • Do you find that option on googleplay?

    I tried finding but miss it completely (if its even there)

    I saw that we can specify the min sdk version. (14 being for Android 4.0+)

    And intel xdk was defaulting to 10, which is gingerbread (2.3)

    Just made that change and yet to test.

    By default I see the UI sets version to 4.2 (this is not min version, this is the target version)

    While min is specified in a bracket next to it as 2.3.

    Please let me know if you know where to set that in Googleplay and I will share on this thread if moving the sdk version worked (as I said, pending test).

  • Has anyone got vibration to work on android builds of their games?

    Would be kind enough to tell us how they did it?

    I read here - https://www.scirra.com/blog/130/new-fea ... astcomment

    that chrome 32 should have supported vibration. I am testing on chrome 34 and it still doesn't work.

  • Hey guys,

    Anyone using IntelXDK with crosswalk to make apks?

    Can you please point me to where I can specify the minimum android version required.

    I'd like to lock my games to 4.0+

    Thanks,

  • I was using numerical ids the whole last week, and it didn't work.

    Only on the last 2 builds I tested yesterday, I've been using SKUs as a trail to see if that works.... since SKU is also unique on BBWorld and so is id.

    It would have been really helpful if some sort of error was being captured in IAP.ErrorMessage or IAP.Debug? ... having nothing is clueless and headless beating behind the bush for us.

  • The product ID is passed as "digitalGoodID" to the purchase() method.

    So that makes it the numerical "id" of the virtual good and not the SKU?

    [quote:2o53ee9t] It's difficult for us to test without publishing all the way to the store, where you can't then debug it.

    I am currently in middle publishing, stuck with this problem.

    You want to me to run some checks? I'd be glad to do so.

  • Sigh... cry for help goes un-heard? even though this is holding up our release

    Contacted WaterlooErik and he took some painful amount of testing to see what the problem is.

    Sent me a procedure.. I will try and let you guys know how it works.

  • Guys bump.

    Ashley

    Tom

    Please help. This is holding up our release

  • Heya,

    Congrats on the release.

    Wondering if IAP worked on blackberry?

  • Updated to r163, although release notes suggests nothing new in IAP side.

    Still doesnt work :/

  • WebGL performance has been worse on blackberry browser too.