part12studios's Forum Posts

  • yea so far my webview testing hasn't helped my situation either.. in fact i'm having some issues getting things to compile now with webview at all.. glad to be a silver member though now so i can have test projects up along side my actual projects and not have to share the same space..

  • Also Zebbi you should open a thread on the game engine section of the cocoon io and share this discovery..

    1. it could help others

    2. it will help the cocoon io people see something is up that they should look into fixing.

  • yes performance might be not as great.. but don't assume it means bad... different kinds of game logic and movement require different kind of performance.. i haven't seen your game.. but what i am saying is try it.. if you can confirm it works in one and not the other this helps give you ammo to go to Cocoon IO support and say.. "hey guys this doesn't work, can you fix it?"

  • just remember that of course using webview or webview+ means the canvas+ plugin is no longer a thing..

  • hey i got a tip from Sang Ki that might help us with some of these issues.. try making your game with webview.. not canvas + yes i know this might have other issues, but just try it. canvas + is a kind of hybrid creation of cocoon io..

    because it does do it's own thing in some areas.. compatibility problems with plugins / functions CAN crop up.. might even fix the refresh issue.. i'm going to test my screen capture plugin from sang ki now to see if that makes any differnce..

  • interesting solution! so the difference here is saying hide it first.. then load it.. set the banner position.. and then show it? interseting you position it before actually showing it

  • Zebbi actually i have experienced the same issue.. and it was causing some performance problems with my game. it seems to calm down after awhile..

    but yes I don't have a fix for that.. it might be something we need to bring up to Cocoon IO because that's the plugin i'm using for it, not the Cranberry one.

    I'm glad you said something because I was wondering if it was just me. I know that my condition is a one time trigger.. so i don't think my game is doing some kind of "load ad" over and over.. but maybe somewhere in the code of the plugin it is.

    Post something on the forum about it if you haven't already. I'll reply that I'm experiencing the issue too. I'm pretty sure the issue is the plugin. on the thread if you can too so i get pulled into the conversation.

    I will say that if you have a chance.. try the example plugin.. remember sometimes things dont' work right in our game but might work right in a basic example which gives us the proof we need that it's possible, just maybe our approach in our game is wrong (though it seems right)

    Thanks!

    Caleb

  • but yea if it went away i wouldn't lose any sleep over it.

  • lol, i dunno it's an ok device.. we've had some games get downloads and such.. in some ways it can be a good market if you partner with someone like Nokia.. not saying we've done this yet.. but we could approach them if one of our apps feels worthwhile. they still have lots of users.. and sometimes less content to compete with can be good.

  • exactly.. i do wish cocoon io supported windows phone.. but i do understand why they don't.. heh

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  • it's not that one thing going on though.. you could have a bunch of "while true" stuff going on that's eating CPU Cycles.. I don't know your game. There are other optimizations as well that could be applied that maybe were not.

    I agree I'd rather have a tool that can build things easily and efficient and maybe not have the best performance for now..

    However the issue I have with Construct 2 / Mobile is that it's very unstable and unregulated. The need for mobile and reliable mobile publishing is only going to increase not decrease. The fact that there is a choice is great, but not if both choices are unreliable / in various states of broken.. relying on 3rd party plugins for features that are not even actively supported.. it's a nightmare.

    expecting a developer to try both and see which works is unacceptable.. these tools have plenty of little "gotchas" sprinkled throughout them that takes time and frustration.. but IF someone take ownership of these services and can validate things are working (even if they are not for you) it can be very helpful in knowing the user is not spinning their wheels for no reason..

    I have found it extremely helpful (to Sang Ki's credit) that he includes a sample capx of each plugin.. this way a user can test them this way before putting the plugin in their game. If Scirra created their own cordova plugins (they were not interested in working with Sang Ki for whatever reason) then we would know they are supported and tested.

    If they tell us which platform they tested them with.. then we know that they work for someone else and that can be very helpful. Human error is easy to encounter with the publishing process but all the more reason why Scirra owning the exporting / plugin pipeline would be tremendously helpful.

    I'm not advocating they make native apps, but I am advocating that Construct 2 can't say "publishes to *iOS / *Android" without some kind of * next to it saying..

    "*You are likely in for a miserable experience, but we don't care. not our problem, Good luck - Scirra"

    would be much more accurate.

  • dude what on earth are you doing to run that poorly? heh heh. You may need to consider optmizing things. I've not experienced any problems like that.. it might not even be "the whole thing" just some part of it that doesn't play well with Cocoon IO.

    Also remember that you were making / testing with XDK all this time so you never hit any slow points.. but if you had made the game with Cocoon IO from the start you would have likely found where something was not performing well and been able to rethink a solution at the time..

    You could perhaps rethink your game to be a paid app then if it works with XDK and just avoid the need for ads. Then the next game you make try with Cocoon IO from the ground up.

  • hothead that link doesn't seem to work. i haven't tried it, but most of that stuff can be achieved with admob (banners / interstitials) and video ads through vungle. These are plugins I know work for me personally. So even if that one service doesn't currently work there are working plugins out there to allow you to make money from revenues.

  • yep Zebbi is right. tonight i was able to get one of sang ki's lesser used "image capture" plugins to work with Cocoon IO where I was able to call up the camera and take a picture and the image save.. not a revolutionary thing but just showing that standard cordova plugins can work fine with Cocoon IO..

  • right it's seems like a different beast now with it's integration of cordova. I'm going to ping the appodeal developers to confirm the plugin is cocoon io or (what i would expect) if it's an actual cordova plugin.. because there are plenty of C2 plugins that come with C2 that don't work with cordova..