Ejecta Thread

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  • 0plus1

    Thank you for your insights. Yeap, I'm currently looking into Corona especially now that they released a free version for small developers like us to use. It's definitely easier than learning Cocos2D.

    Harsh truth but I guess I should start looking ahead instead of trying to make a game that runs on 3GS / iPhone 4.

    By the way, do you use Skype? I would like to add you if it's ok. Since both of us are releasing games on the AppStore, we can like cross promote our games with each other.

    Let me know if you are interested. Thanks.

  • Sure sent you a pm with my skype

  • 0plus1 I am not using any plugins at all so I am more than a little lost.

    I hit a wall with Ejecta, no-one had an answer for me. I asked the C2 guys and Ashley advised me to go with CocoonJS as that was supported - that is what I have done but I would like to have the option of using it as I read good things about it.

  • weisdaclick Ashley gave you the right answer, Ejecta is not officially supported by Scirra (or me by that matter) is something I shared to the community, everything is 100% working on canvas2D (webGL doesn't work anymore with the new Construct 2 build but I'll release soon an update).

    I always said this, Ejecta is not easy to use, it's certainly not a drag and drop solution. Every time I build my game I find some new quirk of Xcode that can take even half an hour to fix sometimes is just better to download Ejecta and start from scratch.

    What I would do.

    Disable any plugin.

    Make sure you are not using tiled backgrounds.

    Export with no compression, run exporter.

    Download a brand new copy of Ejecta.

    Run.

    Check console for errors and post them here along with the line of code that generated the error.

  • 0plus1 Thanks for the advice, I may go back to it when I get a chance.

  • I think I know what Ludei�s response would be�.

    Ashley, do you have an update on this for us please? I think C2 is an excellent design tool and I really like how Scirra are proactively seeking new ways to improve its product. However, this is the only area that�s lacking (in my opinion) as we seem to continually have to wait indefinitely for an apparently disinterested 3rd party to fix problems it won�t acknowledge exist.

    Anyone hear �game closure� for open source ios and android export�? (I know it's the Ejecta thread, but there you go!).

  • We don't want to support any new non-browser engines, because they are a massive pain in the ass. They are generally missing loads of useful features that browsers have, and have subtle and incredibly annoying pitfalls like really dumb memory management compared to even the simplest of lazy loading schemes which every desktop and mobile browser already implements (which is still a problem in CocoonJS, and Ejecta doesn't fix this AFAIK). We are only interested in real browser engines from here on out. We really wish we could even drop CocoonJS, but it's the best thing there is for what it does right now (even with its serious flaws).

    I'm pretty sure a Chromium-based wrapper will turn up soon (if not, we'll make our own). That will provide far better support than either Ejecta or CocoonJS.

  • I'm pretty sure a Chromium-based wrapper will turn up soon (if not, we'll make our own). That will provide far better support than either Ejecta or CocoonJS.

    Amazing quote! :)

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  • I'm pretty sure a Chromium-based wrapper will turn up soon (if not, we'll make our own). That will provide far better support than either Ejecta or CocoonJS.

    can't wait for that day to come!! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I'm pretty sure a Chromium-based wrapper will turn up soon (if not, we'll make our own). That will provide far better support than either Ejecta or CocoonJS.

    As much as I hope that would be a miracle. Apple has extremely strict rules about what goes to the market, to the point that Chrome on iOS is just a UIWebView, nothing more. What really surprises me is that nothing of the sort exists on Android. For anyone interested in looking into it take a look here code.google.com/p/chromiumembedded

  • +1 i have a question ejecta is for ios only right?Right.What if we make an html5 and through ejecta convert it to an ios file, and then with stella2 sdk a conversion to an apk.Is this possible?Or its too messy and wont work?Have you tried it?Stella SDK 2 is Enhanced Objective-C for Android solution.

  • Ejecta doesn't convert JS to Object C. Ejecta is an interpreter for JS that maps JS to Object-C function calls.

    The game is still written in JS and so no way to use an ObjC to Android conversion.

  • latest ejecta build(not stable build) seems to breaking C2 support? i'm getting black screen for the first time with ejecta, anyone else have the same problem? any work around??

  • Im having the same issue since updating to the latest version of xcode. Anyone? Mac loses connection with the device (testing) while trying to render canvas webgl. Is there a way to "switch" back to 2d?

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