Colludium's Recent Forum Activity

  • Have you tried the clay.io developer documents?

  • ThunderZ, I would also be very interested to learn from your experiences with the Android version.

  • So.... Does anyone know, is there a proven and not too difficult (for the hard of thought ie me) way of displaying ads using Ejecta? I would dearly love to avoid the CJS flickering splash screen!

  • In my experience, there are some things that just don't work consistently on mobiles in HTML5 - with or without the use of cocoonjs, crosswalk, chrome or whatever. This is some of my experience using C2 for mobile (which was what I bought it for, discussion about viability of 3rd party wrappers aside):

    1. Physics. Collisions cause browser hesitations even in my quad core super mobile (I have an LG G, a Samsung S2, iPhone 4 and Toshiba Excite for testing). These hesitations change the characteristics of the physics objects (how high they bounce etc) enough that a player A could do or see things that a player B on a different phone might not. Games using physics on mobile are not viable unless you don't care that different players might see or do different things. I do if it changes the game play...

    2. Platform. Same as 1 but to a lesser extent. Any browser slowdowns cause changes in how the behavior appears so that the player's experience ultimately depends on something I have no control over - what type of phone they bought.

    C2 and HTML5 do other things well, but these are the weakest ares I think. Even my flappy bird clone runs differently on each of my test devices and that only uses custom movement! If I test anything made using Unity then these problems of handset performance and compatibility don't seem apparent...

    Edit:

    EddyDingDongs, not everyone owns a top of the range android / iOS device like yours and I can't ask my potential customers to go and buy one before downloading a game. If everyone did have one already then there would be no need for this thread...

  • No problems here - LG Optimus G. Nice graphics...

  • irina, sorry - I can't help as I've never used them....

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  • Add a hidden sprite so it appears under the hole and fits exactly the shape of the bottom of the hole. Put the z order of this sprite above the ball z position so that, as the ball moves down, it will appear to disappear. Make sure the new sprite's color / pattern matches the image behind it and you won't see it - the example below uses a different color to highlight the image.

  • Link doesn't work.

  • bremen, LOL - I also see lots of 'creative progress' but not much getting finished...

    I don't think it's possible for cocoonjs to connect to the native Facebook app using the current C2 plugin. You can configure the cloud compling with the settings but I don't see any way to access them. Maybe someone has managed to write their own mini-cjs plugin to bridge this gap but I've never heard anything about it... Crosswalk is too immature and I wouldn't expect that to be able to do this for many months or even years. Not helpful, I know, but I've been struggling with the same need and also couldn't find an answer.

    I believe that it is possible to do using Phonegap and this phonegap plugin, but I've no idea how to actually go about posting a score using that api and so I can't help further... All it says is it permits the use of the same Javascript code as would be used in a browser game, so it might work using the standard C2 Facebook plugin. One of my apps uses Phonegap and I would dearly love to know how to do this as well. I haven't found the time to try it yet and since Scirra has effectively dropped Phonegap (and I've read on other threads that the Facebook implementation is 'difficult') I don't expect this to be easy to my non-code-writing brain.

  • I checked before and it appears that the game automatically pauses when a banner is pressed - as if the Home button was pressed - and when the game is reopened it resumes immediately where it was left. I couldn't see any sort of 'on banner ad pressed' trigger, however, so I don't know how you could award points for an ad click.

  • To me it sounds like you're using Session Storage rather than Local Storage to save the data. Session Storage saves only while the game is running/loaded in the browser and is then deleted.

    Without a capx to look at its hard to say why it might not be working on the XDK but it is working everywhere else... I don't regularly follow the XDK thread but it might be worth looking in there to see if there are any known bugs associated with webstorage. If not, you might have found one - but only if your events are correct! If you don't want to share your work, see if you can use similar events in a simple demo and have the community check it for you.

  • Are you previewing on wi-fi - have you tried loading a zip of the export directly to the phone? If not, try loading the cocoonjs export zip to the root drive of your phone and see if that works - it could be a problem there. Failing that, I have no novel suggestions I can make - try uninstalling/reinstalling everything . Having said that, I have found the dropbox/url feature of cocoonjs less reliable than moving the zip file the old-fashioned way to the extent that I don't bother with it any more...

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Colludium

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