Ashley's Forum Posts

  • AppMobi has a HUGE problem with published apps. It's not having a control over application version.

    Have you contacted them about this? It does seem silly to have the AppMobi version instead of your app's version, but they may be willing to fix it.

    Have you looked at Live Update as well? I think it's an autoupdate system for all your apps.

    honeGap has also a HUGE problem. There's no sound support in construct phonegap builds (currently, I don't know if this is going to change - Ashley ? :) AppMobi has no problems with sounds.

    I've tried, and failed, to get PhoneGap to play audio. It just doesn't support it AFAIK. AppMobi specifically provide an alternative way to play audio which I've plugged in to the Audio object, which is why it works. It would be nice if PhoneGap could play audio, but to be honest after a few months watching what they're doing and trying to prod them in to better supporting games, they just don't appear to be interested. I think they're more about supporting website-style apps. Their open source model also makes it hard to contact anyone in charge or get a clear status on what their plans are. I really like PhoneGap, but it's just not progressing fast enough. AppMobi are doing loads on the other hand, and things like playMobi look really good, which is why we're shifting focus - PhoneGap support is about as good as it can be right now.

    n appmobi there's reading and writing contact data (exclamation mark here) required.

    That's ridiculous for a game and is surely going to lose you players. I'll see if AppMobi provides a way to fix that, but you should contact AppMobi as well in case they can help you.

    ) appmobi builds have a com.company.company.appname package name for some reason (or maybe I didn't configure appmobi correctly)

    I don't think you set it up right, I think it's supposed to use your project name which you set yourself to something like "com.scirra.spaceblaster".

    ) phonegap seems to be actually quicker than appmobi

    There's no reason for either platform to be faster since they both use the phone's browser to display the game. So I doubt there is a significant practical difference. Hopefully directCanvas will help appMobi pull ahead.

  • I don't know, isn't this a problem with Pokki? We have tonnes to do already and a massive todo list to work through with a small team, so if at all possible I'd prefer to avoid fixing problems in other people's software.

  • I'm afraid the game cannot be uploaded if it uses custom plugins at the moment. We're hoping to allow third party plugins in future, it's just quite complicated to set up.

    Also we prefer to keep the arcade appropriate for all audiences since we often get kids or teachers using the software, so we'd prefer not to have any swearing in arcade games.

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  • Do you really need to worry about this problem? As I said it should go in to low-power mode if you click to a different tab or minimise the browser.

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  • vtrix, it saves just fine here, no problems at all. Can you copy+paste the entire error message that you get? It may include details of the problem.

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  • It should be possible by a plugin actually - a plugin could call toDataURL() on the main canvas and download a PNG of whatever the canvas is showing. You may not be able to copy it to the clipboard, but you could download it or upload it somewhere else.

  • You can make sure all your events are in groups and disable them. But I wouldn't bother. The game will go in to low-cpu mode if the tab is hidden or the window is minimized. So you shouldn't have to do anything, if the user is not interested in looking at the game it won't be using much CPU.

  • A web IDE is actually very different to a game editor IDE! So I don't think this is going to be in our plans.

  • FYI you're allowed to remove the link if you have a license (it's only that it must be there in the free edition). We just put it there in the hopes some people would want to give us a link.

  • I would highly recommend Construct 2 over Classic, since we're aiming to have it eventually replace Classic completely, and it has better documentation and is more stable. In the short term it may be lacking some things Classic had but in the long term it will definitely be the best option, and remember you cannot import a project from Classic in to Construct 2.

  • Wouldn't it be a better idea to save to a new temporary file then copy that over the old file.

    It already does that. It saves to myfile.capx.tmp, then providing everything has saved OK so far, it deletes the .capx and renames the .capx.tmp to .capx. So I have no idea how anyone could get corrupt files. I guess these things just happen, so hopefully autobackup will help there anyway.

    (For the record it does the same for every file in a project folder as well - e.g. first it saves to Layout1.xml.tmp, then if successful it deletes Layout1.xml and renames the .tmp)

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  • Can you post a .capx file demonstrating this?