Ashley's Recent Forum Activity

  • I'm not even arguing this because we are adding appMobi features, I genuinely think the prices are reasonable. It is directly comparable to paying for the server you'd need to host other HTML5 games - and appMobi host the app, distribute updates and can do analytics too, and in future hopefully directCanvas and playMobi.

    Apple's fee is only to give you permission to publish games. And why should anyone lower their prices because of what Apple charge? :S If it's that big a problem, publish to Android - or use the "less costly option", PhoneGap!

  • Do you really think that's a high cost to pay? Even $200 a year for 6 apps is only about $17 a month (?10 here in the UK). I know economies vary around the world, but here I'd say thats really in the pocket money range here, or an easily affordable hobby, and that's with a whole six apps published, so halve that for 5. That's definitely comparable to the cost of a server hosting a website for your HTML5 games which you need for a lot of other publishing options like Kongregate, Facebook or Chrome Web Store games over 10mb (Dropbox and free hosts really don't cut it for hosting real games, you'll hit bandwidth limits pretty quick). So I don't think it should be any surprise - would you complain at having to pay ?10 a month to host 6 different Facebook games on a simple low-end server?

    If you're making money from the apps, which hopefully will be a lot easier in the near future, then between six apps I think it's likely you'd at least make your money back!

  • If you're working from within a VM, you might have to set up two firewalls - the firewall in the VM, and the firewall on the host OS. Does that help?

  • Seems to be working here:

    1) New project

    2) Add 'Start of layout'

    3) Right click, add subevent

    4) Add 'Every tick'

    No crash. Can you give me a particular .capx/repro steps that causes the issue?

  • Oops. Should be fixed in the next build, sorry.

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  • Please see how to report bugs. Neither of these reports are actually useful to us because it is missing too much information. I tried both things you said and it worked fine. As Kyatric said please always include reproduction steps and a .capx if possible.

  • This is a problem with the iPad browser, not Construct 2 I'm afraid. Try publishing through appMobi to get sound working.

  • sqiddster, no, localvalue wasn't on that list! It's only the get key at expressions, which take an integer index rather than the key names, that are blocked. To clarify, the following ACEs work on the arcade:

    Local key exists

    Session key exists

    Set local value

    Set session value

    Remove local value

    Remove session value

    LocalValue (get local value)

    SessionValue (get session value)

    The following are blocked:

    Clear local storage

    Clear session storage

    LocalCount (number of local values)

    SessionCount (number of session values)

    LocalAt (Nth local value)

    SessionAt (Nth session value)

    LocalKeyAt (Nth local key)

    SessionKeyAt (Nth session key)

    The latter can also be worked around if necessary, but with a lot to do that build I thought I'd just get the basics out in time for the competition. You can still save and load values. The blocked stuff, without some extra work, would allow using and modifying other game's data, since they work with the global list of all saved data. That's why for the time being they're not allowed. Do you urgently need any of those other features?

  • This should be fixed in the next build, hopefully out shortly!

  • Yep should be fixed in r80 which should be out shortly!

  • Also works here! Not sure what could be happening... are you sure the 'z' key works on your keyboard? :)

  • Oops, thanks, fixed in next build.

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Ashley

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