rayray's Recent Forum Activity

  • Thanks but i'm going to stick with using the browser close action, its working fine for me at the moment.

    Thanks for the suggestion though.

  • I'm using the new Admobs ads plugin from r180 in my game and i have a issue with the ads not appearing straight away.

    When testing my game, ads take a few seconds to show up, which may not seem like a lot of time but it actually is in my game. I've set up banner ads to show up on my Menu and game over screen and when these screens come up in game, it takes around 2 or 3 seconds for the ads to show up, by which time you could have entered the game (ads are hidden in gameplay) so its easy to miss these ads.

    I also have a full screen ad that should appear at the end of my splash screen layout but because it doesn't appear straight away it can be quite disruptive, you could enter a game as soon as the splash screen finishes and the menu appears and then the full screen ad will appear, during gameplay.

    I've tried adding a 'pre-load interstitial' action in splash screen layout but hasn't changed.

    This may seem a little vague but Is there anything i can do to make adds appear straight away? It worked well with CocoonJS (whenever ads felt like showing up). I haven't uploaded my game yet, i've only just tested it with Intel XDK so would things get better once i upload the app to Google Play?

  • I've just tried it again it's working fine now. It closes smoothly and there's no white screen. I have no idea why it's working fine now and it wasn't before. I tried at least 6 or 7 times before and always had that white screen. Hope it stays that way

    Thanks for the replies.

  • Yeah i've actually tried that but i don't like the way it closes because, as mentioned before, the game turns to a white screen and then closes. It doesn't look great to be honest.

  • I've found the 'On mobile back button pressed' action and used that to close browser. Must admit, not a fan of that as what happens is that as you press the back button, the screen turns white and then closes.

    Much prefer the CocoonJS way, where is asks if you want to exit when pressing the back button and doesn't have the white screen. It looks more professional that way.

    I find it odd that having the back button to exit isn't automatically there with Crosswalk, it just seems something normal to have with all apps.

  • As the title says, Is there a way of making my app/game detect when the phone Back button is pressed to exit the game? I've used CocoonJS before and that works fine but doesn't do anything with Crosswalk, is this something you have to enable?

  • I've just compiled my game with Ludei (haven't uploaded to Google Play yet) and i've come across an issue where my full screen ads repeat 3-4 times when playing. When my full screen ads are 15sec videos, as soon as it finishes it starts over again. With full screen ads that aren't videos, i end up pressing the close around 5-6 time before i can continue playing.

    With my full screen ads i have one playing after every 6th time you get to the game over screen via global variables, this is how i've set it up

    (Event) System - RetryAD = 6 (Action) CocoonJS - Show Full screen Ad

    (Sub Event) CocoonJS - On fullscreen Ad shown (Action) System - Go to Game Over

    (Action) System - Set RetryAD to 0

    I don't know why it plays my ads the way it does, has anyone else had this issue?

    I've set up Mopub & Admob from the following link (remove the spaces) if that helps -

    https: / / www .scirra. com/tutorials/1024/mopub-integrate-admob-in-your-cocoonjs-games

    I don't know if will sort itself out once i upload to Google Play but could do with some help on this...

  • Thanks for the replies, hopefully once i compile the game the issues will iron out and run fine.

  • I wanted to know how reliable are the performance of games when testing on CocoonJS Launcher?

    I've used CocoonJS Launcher to test my game on the phone, for the most part it runs OK but there seems to be some slight lag and a couple of glitches when testing on the app that i don't get on my PC.

    I understand my PC is a lot more powerful so it'll run much better but it's kind of difficult to work out why it lags and why there are some glitches when using the Launcher.

    I've managed to bring my memory usage down to 10.4mb from 20mb, which seems reasonable so i was hoping that the game would be running smoothly on the phone.

    Are these occuring because i'm running the game through the app? Will the performance get better once i finish compiling the game on the Ludei website?

    I've tested the game through Intel's App Preview and the performance on that is much worse than with CocoonJS so i'm hoping it's just the CocoonJS Laucher app thats causing this and that it'll work better when it's compiled.

  • Thanks.

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  • I've got an autorunner game with obstacles, and i wanted to know whether i could set my obstacle height based on the number of sprites rather than multiplying the obstacle height through expressions to generate the height (hope that made sense).

    Right now, how i've got it, it works fine with regard to the height that the obstacles spawn at but i'm not a fan of the sprites being clipped if the obstacle is spawned at something like 2 and a half sprites. This reduces what i can use as an obstacle as i'd have to use a seamless block to make it look any good.

    I've provided a capx file with obstacles so hopefully someone can help out.

    Basically, i wanted to so that my obstacles can be randomly spawned 3 sprites high, or 2 sprites high etc.

  • That was so simple and works great. Thanks

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rayray

Member since 27 Mar, 2014

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