ArcadEd's Recent Forum Activity

  • Does this mean that once you want to export your third game, you will have to upgrade and start paying monthly to export more? And than After 10 exports, you need to upgrade again? Does this also include beta exports for testing purposes?

    Or remove a project, and replace it with a new one. Which isn't a good idea if you want to update the game in the future.

  • Yeah, read that too. I did email them already, nothing as of yet.

    I've already moved over to Game Maker for my newer projects since I was able to buy the master collection on sale (the price of one splash screen removal). I'll probably just stick with the old CJS compiler to update my projects and anything new I will just create in GM.

    I'm not a big fan of monthly subscription either. I would rather just pay per project. With subscriptions I feel like I am just throwing money away for the months I don't add or update any of my games.

    I don't want to come off as a complainer. I've been behind Ludei most of they way and I think Cocoon.IO is a great platform from what I have used in beta.

    I just know a lot of people have been waiting for me to update my Udemy Course and other tutorials for Cocoon.IO, and I just don't think I will be doing it. The tutorials on the Cocoon.IO site are really good though. I'm just going to stick with C2 for creating html5 games and leave mobile developing to another game engine.

  • Solomon

    If you use a custom splash screen it will show them both.

  • Yeah, I know. But per project. In the past it was for all projects to get the splash screen removed.

    My issue right now is I have 8 projects all completed with CocoonJS, with no splash screen. If I want to convert them over to the new system I would need to drop $4,000 dollars to recompile them without a splash screen.

    I wouldn't mind paying it for NEW projects I create with Cocoon.IO, but it's a lot of money for any of my old projects I might want to update.

  • I got the email this morning that it's out of beta. I'm not sure how happy many of you will be with their new pricing structure. https://cocoon.io/pricing

    I'm ok with it, except for the splash screen removal price. I paid for that service in CocoonJS and it allowed removal for all projects. $500 per project seems a bit high on top of the monthly fee. Thoughts?

  • Some of the publishers I worked with in the past reported issues with sounds not working on iOS devices through browser. Editing the offline.appcache file and removing the path to all the audio files usually fixed the issue.

  • It is. It's disabled in the bullet properties and then enabled on the host side when connected. It's never enabled on the peer side.

  • No, but I will check it out.

  • It might be better, but there are still misses.

    Maybe the multiplayer isn't really designed for something like this? Maybe I will stick with doing a turn based game with it.

    I'm attaching the capx here in case anyone wants to play with it. Another problem is on the peer side, all of the block will disappear and come back randomly.

    https://www.dropbox.com/s/6fiuxqhrg3vxs ... .capx?dl=0

    Sorry for the messy code, I was bouncing ideas around. There is a simulated latency action in there, so if you try this over the net, make sure to remove it.

    Appreciate the help, and if I figure anything else I will post here.

  • OK, that's what I thought. I'm used to !=, the C# in me .

    Thanks again, trying it now.

  • I'll give that a shot.

    What does <> mean?

    Thanks for the help!

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  • OK, I added a sprite box and then added this code. Also on connection of peer I am simulating a latency (default settings). I didn't seem to make a difference. Peer paddle still misses when it shouldn't.

    New code in red.

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ArcadEd

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