part12studios's Forum Posts

  • Add me to the stuttering app problem with C3. I'm using an LG Stylo android device running Android 6.0

    The game does play fine in chrome on the device.. like solid fps.. http://part12studios.com/temp/Games/soaring/ (note this is an older version but you get the idea)

    I'm "glad" to see it's not just my device doing this. I bought this phone recently just to have a newer android device to test with.. only to see it's misbehaving.. that said this phone plays other games fine I refuse to accept that this is just some edge case phone and i need to buy another phone to test successfully...

  • true but you can see how it become a conflict when you are selling something before it's done.. i know they are doing their best but seems like open beta / free might be fair.. i mean as it is basically you can't monetize it on mobile.. android ports are low fps and xcode version doesn't work either.. i'm pretty much wasting time from my subscription now being unable to use it to publish a product. I'm not saying they are evil. I'm still stoked about C3.. I'm just eager to produce games with it.

  • Yes considering that we have to pay to become able to make iOS/Android builds it makes it frustrating to face basic problems like this. I have a game that's ready to test and soon ready to ship but I can't publish because 1. poor performance on cordova builds and so far unable to publish to iOS at all until this is resolved.

    Hey regarding the launch issue with iPad2 are you minifying? try making a build without minifying.. i had trouble with apps not launching on android when i minified but unminified would load as it should. Different platforms i realize but similar issue of the app loading and hanging during launch.

  • yea mine is pointing to cordovalib.. that was what it was set to when i opened it. How do I change it? I look at selecting things and without just flat out shooting in the dark, i'm not sure what would be the right thing to do.

    I'm an apple developer I have published games with C2 before, just never using C3/xcode. I signed in as my developer account. I haven't done any mobileprovisioning / certs for this yet because i don't know how it would be done in xcode, but i wasn't sure it's even necessary to do all that to run a simulator.

    in the past i used cocoonIO or XDK and the application loader to upload to itunesconnect. However you bring up a great point that there are new users who will want to publish to iOS and Scirra should really take a little time and explain step by step how users of their product (now subscribers who have paid them money for this, not freeloaders who don't have iOS as an option) because it's important that customers not feel like they are on their own to figure this out.

    Thanks you also Nepeo for sharing your insight! I'm doing this because as it stands C3 is publishing very poor performing cordova APK's for android so I figured I'd see if iOS is any better.

  • ok i went and downloaded a 10.3 and 9.3 simulator. they were not downloaded, but nothing ever said this, i had to go poke around. Installing them didn't make any difference.

    I do the build but no simulator launches. I connect my iOS device (iphone 5s) and it also doesn't push to the phone.

    i have the latest OSX and xcode. it says build succeeds and gives me a time stamp.. but as you know there are a LOT of settings in there i could just tinker with but at the expense of preventing the app from ever launching..

    Are there any special steps needed? how do we submit an app to the app store this way?

  • Hi there, I downloaded an xcode project without much trouble and it did build successfully, but i don't know how to open a simulator to see how well it runs or ultimately get that build out to an ipa to publish.

    I know there are tutorials on xcode in general, but it seemed appropriate to have a clear step by step for C3 users who are likely unfamiliar with Xcode..

    Thanks,

    Caleb

  • no i never got it working. This isn't a reflection on the plugin. I just had to move to another project and my attempts to get it working with mix panel ceased.

    Sang Ki did make a mixpanel and appsflyer plugin, though I'm not sure if it has been maintained, but may still work. If you reach out to Sang Ki, he should know the answer to that. I'm coming back around to this question though myself as I look ahead at some games I would like to publish this year. I'll let you know if I find out anything new.

  • Hi there,

    Maybe I'm overcomplicating this stuff, but I have been reading about "D1" through "D30" numbers where developers track how many new players they get and how many they retain.

    If people play your game one time and never come back.. you have a problem.. if you have a group of players who keep coming back over time, then you have something that might have potential.

    I have used Google Analytics before in my most recent game. This is pretty good at showing events in the game but wasn't really sure this gives the right data that accurately reflects the D1-30 numbers. Is there something folks use to specifically track this kind of value?

    Thanks!

    Caleb

  • then yes just buy C2.. it's fine these days.. xdk and cocoon io are good options. if you're trying to do too many things in one game.. the more plugins you need the more chance for trouble.. but basic things like.. ads.. analytics.. iap.. that kind of stuff.. i launched a few games in the fall and the technical stuff went very smoothly

  • hold out for C3.. it will have internal publishing for android.. and ios you export as an xcode project which they say works well.

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  • interesting about the unsupported stuff.. Definitely something to think about when troubleshooting.

  • totally.. use cocoon io for as long as you can since it works for this game. i'd just say next game not start with cocoon io.. start with xdk.. or whatever C3 is using.. april man.. april..

  • dude if it works do it. we just have to realize when we stray from a recommendation we're in unsupported waters. you just have to adapt your game to the technology not the other way around. if you can't get good performance on one solution you have to adapt.. unfortunately it's not the tools obligation to make sure your game runs well.

    You may need to consider the game you're making or the effects / features it has to allow performance to be acceptable. The idea is to spend more time making games, not squeezing performance out of things. I'd rather simplify and publish and move no than waste time testing fps.

    The new C3 announcement also might make this moot as well. They are doing an internal build solution for it. I haven't read the full blog yet, but I can tell you right now that's what I will be doing when I use C3.. and I'll just be sure to make games that work well within it.

  • It isn't for android for devices are older so as far as I'm concerned I don't care. By the way could you link the games that you have made in the past that have been giving you an acceptable performance? I know you have set a lot about having problems with performance but I don't know what games you're actually trying to make that would be so demanding on any wrapper

  • no i havne't tried webview, it sounds like it sucks.. i have a pre android 5 phone so i know it will suck for my test device.. i'm ok with crosswalk and cocoon.io regardless of bloat.. i don't really care if a game is 30mb.. few people are going to not play my game because it's 22+ mb

    there are way bigger problems to face than file size with mobile gaming