Toby R's Forum Posts

  • Is this how technology really evolves?

    No, that's just how XDK evolves.... haha.

    Made my day! Thank you!

  • I don't know what happend to Intel XDK within last week. I recompiled project today and with the same app I had 50% performance drop. After applying to all those suggestions mentioned above it helped a bit but not much. Still missing about 10-15FPS in comparison to last week.

  • Allright so I wanted to give it a try and wrap with CocoonIO but with Cordova IAP plugin and native C2 AdMob plugin. To see how many permission will stay there.

    So I have removed (uninstalled) Coccon plugins and added custom plugins.

    So as a result I have the following new entries in config.xml:

    <cocoon:plugin name="https://github.com/cranberrygame/phonegap-plugin-ad-admob.git"/>
    <cocoon:plugin name="https://github.com/cranberrygame/cordova-plugin-payment-iap.git"/>[/code:2mxcj5ht]
    
    Tried to compile and recieved this error:
    
    [code:2mxcj5ht]Fetching plugin "https://github.com/cranberrygame/phonegap-plugin-ad-admob.git" via git clone
    Repository "https://github.com/cranberrygame/phonegap-plugin-ad-admob.git" checked out to git ref "master".
    Installing "com.cranberrygame.phonegap.plugin.ad.admob" for android
    Notice: com.google.playservicesssz@19.0.0 has been automatically converted to cordova-plugin-googleplayservices and fetched from npm. This is due to our old plugins registry shutting down.
    Fetching plugin "cordova-plugin-googleplayservices@19.0.0" via npm
    Failed to install 'com.cranberrygame.phonegap.plugin.ad.admob':CordovaError: Failed to fetch plugin cordova-plugin-googleplayservicesssz@19.0.0 via registry.
    Probably this is either a connection problem, or plugin spec is incorrect.
    Check your connection and plugin name/version/URL.
    Error: version not found: cordova-plugin-googleplayservicesssz@19.0.0
    at opt/sdks/cordova-6.0.0/node_modules/cordova-lib/src/plugman/fetch.js:146:33
    at _rejected (opt/sdks/cordova-6.0.0/node_modules/q/q.js:797:24)
    at opt/sdks/cordova-6.0.0/node_modules/q/q.js:823:30
    at Promise.when (opt/sdks/cordova-6.0.0/node_modules/q/q.js:1035:31)
    at Promise.promise.promiseDispatch (opt/sdks/cordova-6.0.0/node_modules/q/q.js:741:41)
    at opt/sdks/cordova-6.0.0/node_modules/q/q.js:557:44
    at flush (opt/sdks/cordova-6.0.0/node_modules/q/q.js:108:17)
    at nextTickCallbackWith0Args (node.js:453:9)
    at process._tickCallback (node.js:382:13)
    Error: Failed to fetch plugin cordova-plugin-googleplayservicesssz@19.0.0 via registry.
    Probably this is either a connection problem, or plugin spec is incorrect.
    Check your connection and plugin name/version/URL.
    Error: version not found: cordova-plugin-googleplayservices@19.0.0[/code:2mxcj5ht]
    
    @AndreasR could you provide an example how to use Cranberrygame's plugins please?
  • Thanks a lot R0J0hound! Really good to know that.

  • With all other points I have to agree with you. As far as I know ludei works on it to exclude some permissions, but I guess the most will remain, sorry for that.

    Let me know if you have any questions, I'll give my best to help you out!

    I know they work on it and that some of them will remain. I read a bit on their forum to get familiar what is going on there. CocoonIO performs very well as I wrote before, but IMO permissions are the big issue there. I know from my experience that many people pay attention to the permissions they grant to apps. And giving permission for Location and Calls is highly suspicious. Even though Ludei explains why those are needed and we (developers) understand... there is still a point of view of the customer who has no idea "why" and he obviously doesn't care. It's suspicious - it's goodbye.

    AndreasR thank you for all the clarifications. It's good to undestand as much as possible.

  • Huge thanks I have your e-book, I used your tutorials and capx examples. Extremely helpful and made my "try" with CocoonIO ten times easier

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I haven't worked with AdMob yet, but I have my share with AdSense. So, IMO, AdMob use Location the determine what ad it will show to your user. Like, I'm from Sao Paulo, so if I'm playing a game with AdMob and some company bought some ads from it specifically to show on Sao Paulo users then I will see that particular ad.

    I understand your thinking but IntelXDK does exactly the same and it does not require Location. AdMob (Google) has already enough information regarding where you are now and where are you from, from various sources. And it is totally enough. So requiring Location permission is unnecessary (as Intel proved).

  • Making apps/games in any engine requires programming. In C2 you're doing the programming by setting the events, so you are "building" the code instead of writing it.

    For the database, it depends what you need. If you want to store user email in your database you will need some database server like MySQL. This is not a part of C2 any more, so you will have to probably write some PHP code to manage database.

    All the rest can be done purely in C2.

  • Yes you can do all of that in C2. However to build a real time multiplayer game you will need to understand how WebRTC channels and signaling server work. This is one of the most difficult things and you can easily get frustrated by not understanding "why is this happening?!" etc. so I strongly encourage to first get familiar with C2 and then study the Multiplayer object. First of all when you start your multiplayer project you should read and really understand Multiplayer tutorial series wrote by Ashley: https://www.scirra.com/tutorials/892/mu ... 1-concepts

  • Ashley could you say something about that? Collisions are one of the things which take the most CPU. It would be really nice to know those details.

  • This is a really hard topic regarding the native export. A lot of mixed feelings about that. I've been programming apps for over 10 years now with Java, PHP, JS, C# and other languages... so I am aware how much time consuming the "real" development is. I even made some games in pure JS and believe me what can be done with C2 in a day, takes weeks if you use pure programming. So from that point of view I REALLY admire Ashley job. Making a project like a C2 is a huge challange, and the fact that he is coding alone is just insane!

    From the other point of view it is true that for a professionals it's really a big issue to work with C2 in a manner to rely your business on it. But it's not purely C2 fault. It's the HTML5 wrapping technology problem mostly. C2 doesn't have so many issues/bugs. If you focus on the bug reports and follow them you notice that big majority of them are external problems. iOS sound issue was external problem, API android issue is external problem etc...

    And no matter if it's IntelXDK or CocoonIO... there are always some issues with them and if there aren't any at the moment... be sure they will appear cause this technology grows faster then they manage to test it (for some weird reason).

    So C2 apps (except the HTML5 apps - I mean pure export for browsers) rely basically on third party solutions. Maybe it will get steady in several years (same chaotic situation we had years ago with various browsers parsing JS/CSS).

    Is Ashley able to build his own wrapper fully focused on C2 compatibility? I think in theory he is, but that is enormous amount of work. And as a one man army it's just pointless. I have no idea what is Scirra's budget... but Ideal situation would be if Ashley hire some dev team dedicated to do this. That would give the feeling that C2 development is kinda "stable". At the moment making an app in C2 is fun and pleasent, but when it comes to wrapping there is always like "please work! please work!". Cause you never know...

  • Stop your dirty thoughts right now!

    Now seriously... to the topic. I'm wondering how the collision algorytm works from the perspective of collision bounding box.

    1. Does size of the collision elements/bounding boxes matter? And if so then is it faster when the object is bigger or smaller?

    2. Does C2 calculate collisions faster if bounding box is rectangualr (4 points, 90 degrees) shape rather then some fancy (many points) shape?

  • Once you get confirmation that the product has been purchased successfully ("On product purchased" condition or something like that) simply run action "consume". Your product will be available to buy again.

  • Yes I'm talking about Android.

  • CocoonIO adds permission requests to the app like Calls (phone status etc.), Location, Vibrations... can't remember them all from the top of my head. My app actually does not need any permissions except the IAP ones. After Compiling with CocoonIO I have a bunch of Permission requests which looks scarry (expecially the combination of Location and Calls).

    On CooconIO forum they say that for instance Location is required by adMob plugin (!?).... etc.

    I want to release the game... and if I want to do it now I have to choose between "clear permissions" but minSdk API not set using IntelXDK or minSdk API set but messed permissions with CocoonIO... Life is hard! ... I think I'll wait for Intel to fix the API issue.