part12studios's Forum Posts

  • hi everyone,

    I'm just wondering, it seems like while the Ouya and HTML5 publishing is a rocky and inhibitively challenging process (Ouya will get to it eventually) it seems like the Fire TV might be more straight forward.. though I don't have any proof of this yet.

    I don't own a device, but being android based and seeing that i have an android app store account trying for he fire would be appealing. Seeing they know how to make android device and make an app store that Construct 2 games can be sold under, it feels like the path is doable.

    I don't want to buy one since I own an apple tv and an ouya.. but i would buy one if it's a device we could publish too.

    http://smile.amazon.com/gp/product/B00C ... 46#compare

    Thanks,

    Caleb

  • Hi Everyone,

    I'm trying to get some good analytics in place using Mixpanel (required to work with a publisher I'm talking working with)

    the first thing they want is to have me past a big block of code that looks like this:

    <!-- start Mixpanel --><script type="text/javascript">(function(f,b){if(!b.__SV){var a,e,i,g;window.mixpanel=b;b._i=[];b.init=function(a,e,d){function f(b,h){var a=h.split(".");2==a.length&&(b=b[a[0]],h=a[1]);b[h]=function(){b.push([h].concat(Array.prototype.slice.call(arguments,0)))}}var c=b;"undefined"!==typeof d?c=b[d]=[]:d="mixpanel";c.people=c.people||[];c.toString=function(b){var a="mixpanel";"mixpanel"!==d&&(a+="."+d);b||(a+=" (stub)");return a};c.people.toString=function(){return c.toString(1)+".people (stub)"};i="disable track track_pageview track_links track_forms register register_once alias unregister identify name_tag set_config people.set people.set_once people.increment people.append people.track_charge people.clear_charges people.delete_user".split(" ");

    for(g=0;g<i.length;g++)f(c,i[g]);b._i.push([a,e,d])};b.__SV=1.2;a=f.createElement("script");a.type="text/javascript";a.async=!0;a.src="//cdn.mxpnl.com/libs/mixpanel-2.2.min.js";e=f.getElementsByTagName("script")[0];e.parentNode.insertBefore(a,e)}})(document,window.mixpanel||[]);

    mixpanel.init("bla bla bla token stuff...");</script><!-- end Mixpanel -->

    since there's not HTTP: to this, i don't see how i could use ajax or websocket to pass this data.. this isn't a .js file so i'm wondering how i could maybe set this up to be in a .js file and then of course.. how the heck I could access that js file!?

    NOTE: Also I found it incredible that not one prior post about mixpanel was mentioned. Its a really nice service and does a lot of cool stuff and has a free version so it seems like a really nice solution for folks. I know there is google analtyics, but this feels a little more developed for monetization than what I've seen with GA.

    Thanks!

    Caleb

  • I've been holding off doing a formal tutorial for many reasons, but the primary reason is that while CocoonJS was great if you're making a 100% free game (no ads, no IAP, no buy it now, etc) which is what Bee Active was, without being able to monetize a game with CocoonJS, I decided it wasn't really worth it.

    So, if you have any aspiration of making a game that makes you money on the Ouya, CocoonJS is a dead end. As it stands, Ludei has no plans to add Ouya store support, which is a real shame because its like, why bother then? Anywho..

    That said, really there isn't much to say on the how too. it was drop dead simple:

    1. export a cocoonjs build (not sure if it matters, but go ahead and add the cocoonjs object even though you never need to call on it (i didn't))

    2. upload that zip to cocoonjs. I did this with a standard account. nothing i could see in the pro version was worth applying for. NOTE: pro won't let you disable the "powered by ludei" splash at the beginning.

    3. compile for ouya of course and be sure you use the canvans+ 2.0.2 which is the latest as of this post. It worked fantastic for me, but I have heard from another dev that it was not good for them. All i know is that it fixed the controller issue for me (you used to not be able to use "on button pressed" before..)

    4. download the compiled ouya build. put that apk on your ouya to test things out. I suggest installing dropbox on your ouya using APK extractor which will make an apk you can email from an android device. this just saves you trouble having to move apk's back and forth over a usb drive.. i have a 32gb one installed on my ouya for games so i don't like having to keep ejecting it.

    5. you test on your ouya with the signed version to be sure it plays like it should.

    6. upload the unsigned apk that came with your signed one to the Ouya store for review. takes about 1-2 days to be approved and you're in. Ouya store stuff was pretty straight forward and I got accepted on my first try.

    Ouya is working on a solution similar to CocoonJS using Chromium which ideally would be great because this would be a wrapper for HTML5 games and insure we have the ties to the app store, but they have a lot going on with Unity3D support and other stuff so this might not happen right away, but I feel its something we'll see this fall.

    Till then I'm pretty much done with Ouya development with C2 until this solution is worked out. It was a shame to get so close with CocoonJS only to see the final chasm was too great to cross without their involvement/support.

    Good luck!

    Caleb

  • interesting and also informative that the issue is browser dependent.. ugh.. heh.

  • Glad to see it's not just me. that's exactly what happens for me.. the errors are warnings but yea those didn't used to happen IIRC, so yea something with xcode has changed or 1.5 changed even though 1.5 is what i used before on my 4s... i assume though its not the phone.. though I can't test this.. as i would imagine apple would have rejected my past 4s only tested games when they test on newer devices (5 and 5s existed when my games published a few months ago)

  • Hi everyone,

    I've used Ejecta for several projects and felt pretty comfortable with it, but recently I got an iPhone 5s (used to have a 4s no longer in service) and now when I go through the same steps I get a black screen.

    I'm just wondering if something changed or there is something different I can do to get it to work. Nothing has changed (it's still Ejecta 1.5) so far as I can tell. This new phone is setup as a developer device (xcode sees it as a selectable device).

    I'm just wondering what I could be doing. I tested first a new game by a friend, but when that didn't work I went back to a prior successfully published game that used Ejecta.

    Thanks!

    Caleb

  • egos i'd love to check out that plugin sometime if it's public. regardless, yea thats a good thought... to just roll your own. Just glad to know it's not just me with this particular object.

    thank,

    Caleb

  • awesome, i'll posted my progress on another forum thread.. Bee Active will always "bee free" ha!

  • also for anyone wanting to know more about the controller stuff, i have resources on it over on this thread it hasn't been perfected yet, but it should still be a helpful starting point. I plan on doing more on it, I've just had to divide my time and I'm more interested in IAP options because I'm not interested in making more free games for the Ouya without some monetization in there.

  • thanks! I plan on doing an update for it, but all my Ouya time has been spent figuring out IAP stuff. CocoonJS might not be good for Ouya/IAP.. but fine if you want to make a 100% free game. There is another solution though that might take awhile to make, will insure C2 devs can make games for the Ouya for sure. A solution provided by a developer at Ouya, so this is going to be exciting. Nothing will happen though till September due to other current priorities on the devs plate.

    Thanks!

    Caleb

  • I've also done some further digging and reaching out to Ludei. I realize that my account was a standard account, not premium. I have since applied for premium access and got it. The big thing that I'm curious about now is that they don't list an Ouya market in their options

    also they have a gamepad option which I don't know really means anything. Standard users have gamepad support so maybe it's more of an option to turn it off for games that don't need that code in their projects.

    I'm looking to dig into this deeper in September when a dev from Ouya will have some time to help me explore some other creative options we can come up with for C2 that might bypass the need for CocoonJS or perhaps allow us to simply make direct ajax calls to the store itself somehow.. still early.. but i'm optimistic we will find a solution for this.

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  • yea i'll look closer at what's going on.. maybe accessing the raw axis is a problem.. still some stuff to investigate..

    also even with my updated (but not released) version of Bee Active, the buttons were behaving right.. so yea i'm just going to have to dig deeper on this.

  • but wait there's more... ugh.. so I did some testing of my app using the new found mapping that works for PC and it seems that these mappings themselves are still inconsistent with what the Ouya actually responds too.. having this app of course was helpful because it let me test everything.. but yea there is some pretty whacked out stuff.. so I'm going to have to work on this some more to figure out the mapping specifically as it pertains to the Ouya itself..

    pretty annoying because it means you basically can't do any debugging on a pc and have that version go straight to the Ouya...

    so in the short term all I've managed to do is show someone how to map to an ouya controller for pc.. which isn't all that useful. i guess in a perfect world, someone could do all their dev on a pc and use this.. and then once it's fully worked out.. modify the inputs accordingly to reflect the game..

    however I'm concerned with a few things I'm seeing so far.. the biggest one being that the mouse touchpad seems to overlap with the left analog x and y.. none of the four dpad buttons even registered (though left and right were fired off by the left and right analog joystick buttons.

    So yea I'll see what I can figure out.. but this is a debugging nightmare.. because now i'd have to make new builds through cocoonjs.. which take around 5-10min to compile and get them on the device to then test, etc..

    UPDATE: I never installed the android SDK on this machine so there is a chance that maybe I was using some kind of default windows driver might be part of the problem.. i know at one point (i'm on windows 8.1 now) that with Windows 8 the touchpad worked. now it doesn't. So that might reveal something

  • Ok so far, I have answered part of my question. If you're new to cocoonjs, you have to make a "Compile Launcher" app. http://support.ludei.com/hc/en-us/artic ... -purchases

    In my case I'm only checking the Ouya. Hopefully this keeps options and such simpler. I'll keep reporting in as things develop. I know I've seen a game on the Ouya that was exported with CocoonJS (not made with C2) that supported IAP so I'm optimistic that this will work.

  • Hi there,

    I can't find any current tutorials out there that explain how it works so I'm starting with the official C2 "IAP Object". Looking at the manual they give a simple three step process which simple enough, but then it stops and just goes on to explain the different actions. https://www.scirra.com/manual/173/iap

    here are the three steps from the manual:

    1. On start of layout, use the Add product ID action to add the product IDs you will be using, e.g. "product1,product2,product3".

    2. After that (still in the 'Start of layout' event), use the Request store listing action. This starts downloading the names and prices of the given products. Some platforms require this information to be available for the IAP features to work.

    3. When On store listing success triggers, the product names and prices are available, and purchases can start being made or checked with the Has product condition.

    So my question is basically this.. "how does the app know where to send the the product id / requests?" There doesn't seem to be any place where some form of URL / IP address or any other authentication occurs. The manual says it supports six different platforms. There must be some place where account info / app id or something is entered so you know what to connect too.

    My immediate goal is to use this generic "IAP Object" to connect with the Ouya store or even the one with CocoonJS since I'm using CocoonJS as a wrapper, but the one IAP tutorial I found and resources out there seem outdated. I don't even see an IAP store under services like some screenshots show. This is the only comprehensive tutorial I've found on this subject https://www.scirra.com/tutorials/645/in-app-purchase-on-google-play-android-using-cocoonjs but I don't see the same stuff he shows in his tutorial. It's like Ludei removed IAP support.

    look at what he sees in his tutorial

    look at what I see in the same services view

    I would imagine that if Scirra claims you can reach six different markets they would provide some instructions on how to use the object in each of those specific fashions to address the unique steps otherwise how do they even know they stores work? It would seem that while testing things out they would document the process.

    Ultimately IAP are extremely popular right now so maybe I'm just overlooking something very simple, but my research so far has come up very empty handed.