Ashley's Recent Forum Activity

  • I tried this and couldn't reproduce any issue. Can you describe in more detail the exact sequence of steps, especially when you are opening and closing the animations editor and how you import the image both for the first frame and rest of the frames?

  • Have you tried updating your graphics card driver?

  • If you check for browser errors in the exported project, all the audio files come up 404 not found. Either you have not uploaded them or you need to set up the MIME types on your server (see the link for more info). Also your app cache file comes up 404 - see offline games in Construct 2 for more info - you may be missing the MIME type there.

    In short, I don't think it's a C2 bug, just a server config issue.

  • OK, I think this discussion has run its course. From our own experience, as a business deciding pricing schemes, it's very difficult to come up with something everyone will love, there are many tradeoffs involved, and the user's point of view is always carefully considered as well, so I'm sure appMobi thought a lot about this before arriving at where they are. However I think the best thing to do now is to lock the thread so everyone stays cool. Everyone's stated their points of view so I think this is best.

  • The original bug was that if you had 2 event groups with the same name in 2 event sheets, they could only be activated and deactivated at the same time. This was reported as a bug, so I tried to fix it, but it seems the fix causes more problems than the original problem. So I'll revert it back for the next release (hopefully later today).

  • It is impossible to use DLLs in HTML5 (without going to ridiculous lengths like writing your own browser plugin), since the technologies are completely incompatible. As mikepixie says your best bet is to use AJAX to another service if possible.

  • This will require the user installs IE9 before it works, and only about 10% of people have it installed at the moment, and also means the games can never work on XP since you can't get IE9 there. It's something I looked in to before but I thought the limitations made it impractical for real distribution.

  • I also checked out Titanium a while ago and I can't remember exactly, but it either did not work, or ran horribly slowly. (These things tend to use just the WebKit engine without any hardware acceleration or WebGL.)

  • This is a known bug in r80, hopefully it'll be fixed in the next build later today.

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  • You must not use a specific window size for mobiles. Not only do mobiles all have different sized screens, but if you don't use one of the fullscreen modes Construct 2 will try to place your game on a scrollable web page which is probably what's making it go wrong. See supporting multiple screen sizes.

    Sound on mobile is not well supported and currently on appMobi only the 'play' action works. Nothing else is supported so don't expect muting/stopping/set volume to work.

  • See this tutorial. Alternatively you can sign up an appMobi account, export for appMobi, and paste it over an existing appMobi project.

  • There seem to be two arguments going on here:

    1) Is the price fair, and

    2) Should 'crap' games be allowed in app stores?

    #2 is really subjective and a bit offtopic IMO, but back to #1 for a moment:

    Again, the focus of my points is not the price/s. It's on the 5 apps/games per year limitation.

    Another way to look at it is if you have 6 games on a server, you're going to have to pay a higher rate for a higher bandwidth server. Suppose you have 5 games, each 5mb, and each being played 5000 times a month (note some games in our arcade have had 10k+ plays in their first day). That's 125 GB/mo transfer of bandwidth. Chances are you're not going to get away with a bottom-rung server for that and your fifth or sixth game is going to force you up to the next level server, which could be, say, $200 a year instead of $100 a year. Obviously nobody can host 8-12 popular games for nothing, so they have to stage it one way or another, and rather than fiddly bandwidth limitations you just get a number of apps before the next level.

    Besides, how many people have already published 5 apps? If each takes you 2-3 months to finish, that's about a year's work, so you get away with the lower price for a year. So I still don't see anything wrong with it.

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Ashley

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