Vilehead's Recent Forum Activity

  • how up to date is this plugin?

  • To be honest, Scirra's own Cordova wrapper, can't come fast enough for me.

    The Mobile wrapping to an APK is a tiresome over complicated process, with whichever service you choose to use.

    Things need to be a lot simpler, so you can concentrate on game making.

    I've been saying this for years. Specially as it applies to almost all platforms except some web-based.

    Anybody has some step-by-step tut for exporting your mobile game via PhoneGap?

  • > PhoneGap is paid and limited. Are you telling me to spend even more money...?!?

    >

    PhoneGap Build offers one free "private" slot. You can use that private slot to build as many apps as you want. The private slot doesn't remember the name of the app you've built with it, so if you have three apps you can build all three with that free private slot. After you build "appA" just upload a ZIP of "appB" into the private slot and build that, etc.

    They do limit the size of the ZIP you can upload into the private slot, but for most users I don't think the size limit is an issue.

    Of course, the Cordova CLI option is completely free, which is exactly what PhoneGap Build and the Intel XDK build tools are based on. Both create Cordova CLI apps.

    yea but the game must be under 50MB. So nothing fancy.

    But okay. I can manage. What about AdMob/IAPs support?

  • AFAIK, PhoneGap Build has identical support to the XDK. So you can just use PhoneGap Build now. They are both based on Cordova.

    The main reason we postponed our own build system is the XDK did the job for free. It's a shame they are retracting a free service, but since nobody ever paid for it, it's not really that surprising.

    PhoneGap is paid and limited. Are you telling me to spend even more money...?!?

  • Okay, you know what - I am kind of a lost now.

    So I just had a crazy idea of making a silly mobile game for my son and some of his friends. If they would like the game I'll push it to the global market (google play first). I will need AdMob plugin for that and perhaps some way of IAPs later down the pipe.

    Now What?

    year ago I would just make the thing, port it to XDK, publish on Google Play and call it a day. What am I supposed to do now? Any up-to-date tutorial for such case? For Construct 2 of course.

    Or do I really have to start migrating to Game Maker already? :/

    > I mean, if I make a mobile game in C2 and export it, can I use the Scirra service to generate the APK ?.

    >

    Yes, that's the idea.

    Oh you mean just the thing that should be there from the very begining and which we requested countless times before?

    You know, that thing that might had save you from troubles of doing it now in a rush?

    Yeah. That thing. Nice to hear it'll be worked on after all those years.

    Just a bit late, so to say.

  • User based scoring is literally over rated.

    There is no thing in the world that cannot be exploited in some way.

  • From article:

    [quote:2vd0fczx]

    Every Developer, doesn't matter small or big, that decided to publish their game on Kongregate portal, would notice a sudden and vicious drop in their game's score and tag ranks... in the last week of every month. How come?

    http://www.gamasutra.com/blogs/RadekBazak/20170309/292804/Dark_Secret_of_Monthly_Game_Awards.php

    Hah. I can imagine the same happening on Newgrounds also.

    They too have monthly awards.

  • Well, why not just add Kongregate API yourself. They do have documentation, how hard can it really be?

    Tells people to do the work themselves.

    Admits he has no idea about the difficulty of the task.

    On a "visual programming" game engine's forums.

    What a groundbreaking contribution to the case.

    Bravo

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  • [quote:sadlp5y5]A lot of people seem to be upset that there's the option to run it in the browser or on the mobile. Even if it's not something you're going to make use of, can you not understand that others might see benefits from it and it's a nice to have feature?

    Sounds kind a ironic coming from you How many times did you shot down a feature request simply because you couldn't see/understand the benefits that it brings? I remember the number quite well. And I too was like "oh gee what problems do you have this time with adding such a small bit".

    For the record - I have nothing against adding new features. I am all in for it. But I'm baffled and borderline insulted to hear you using this argument now. A very valid argument, as I've said. But apparently it sounds fine only when leaving your lips. Not someone elses. Double standards or what?

    EDIT:

    You know what? Frak that. That's enough. That was the last straw. I'm Out. At this point I don't even care what you have to say. What new excuse you will come up with. You guys are a lost cause. I am crawling back to effects/plugins section. I am too old and too tired for this bias. But say farewell to any traffic I was sending back to you with my creations and games. And from now on - if someone ask me what do I think of Scirra and Construct - I will give them a full, detailed reply, this time around.

    Maybe think of hiring people from Hello Games, to join your team.

    You guys are perfect match.

  • > Actually, it was THE reason I've spent them last time. Well, shame on me. Got lured/fooled by those:

    >

    >

    It didn't lie. You can publish everywhere. To be fair, the image didn't say it'd be EASY.

    I know right? Guess I should have read the fine print in that size=1 font

  • >

    > >

    > > Yes, sorry for the terminology. As a Designer I speak a different language Built in exporter Is probably more in line what people mean when they talk about native export here.... Completely agree with the case against native, as I've read the blog post several time trying to wrap my hand around it. I could care less what codebase is used if performance is similar.

    > >

    > > So let me rephrase that.... How big of an hassle is it to have a "built in exporter" for mobile development? As a designer I'm jost looking for workflow improvements, less hiccups, and hassle.

    > >

    > > Optimal workflow... Create game. Hit export, upload to Store...

    > >

    > > Current workflow... Create game, hit export, import to 3rd party wrapper, build, get plugins working, .... it's not working... try again.... contact support... if you're lucky. Upload to store.

    > >

    > > I'm only looking for workflow improvements. How you guys solves it it's up to you. I trust you completely... native or non native, i could care less, as long as my game is downloadable from app store without having to use XDK and such.

    > >

    >

    > Couldn't have put it better!

    >

    > I think what the majority of sensible users are asking for is a built in exporter and wrapper all in one, that then spits out an apk/ipa.

    > This will definitely cushion the blow of subscription fee disappointment and convince users that the fee is worth it.

    > If they can do this then I'm definitely sold!

    >

    +1

    That's the miracle I've been talking about, and literally the only reason I would spend my money on Scirra's product again. Actually, it was THE reason I've spent them last time. Well, shame on me. Got lured/fooled by those:

    Irbis One of the most excellent post I have seen on Construct 2. Here is a little hope if you develop for mobile I made this

    That's what keeps me coming here!!!

    "Sadly" I've moved from Mobiles due to "export nightmare", non-existing software/hardware normalization, and overall mobile specific troubles. Plus - there is little to no user-dev interaction or community building on mobiles due to casual, "easy come easy go" nature of the platform. And community interaction, beside the money, is the top reason I make games. Hence I migrated to Desktops. And now I have a different sort of headache because Node Webkit.

    But, oh well - at least I'm getting that user-dev experience. Which is nice.

    Shame you have to spend additional $73.99 (almost the price of the engine!) on MadSpy Steam API plugin. Which doesn't fix NW.js problems of course, but at least enables you to deliver a more "complete" experience to the end-user.

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Vilehead

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