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  • Zebbi actually i have experienced the same issue.. and it was causing some performance problems with my game. it seems to calm down after awhile..

    but yes I don't have a fix for that.. it might be something we need to bring up to Cocoon IO because that's the plugin i'm using for it, not the Cranberry one.

    I'm glad you said something because I was wondering if it was just me. I know that my condition is a one time trigger.. so i don't think my game is doing some kind of "load ad" over and over.. but maybe somewhere in the code of the plugin it is.

    Post something on the forum about it if you haven't already. I'll reply that I'm experiencing the issue too. I'm pretty sure the issue is the plugin. on the thread if you can too so i get pulled into the conversation.

    I will say that if you have a chance.. try the example plugin.. remember sometimes things dont' work right in our game but might work right in a basic example which gives us the proof we need that it's possible, just maybe our approach in our game is wrong (though it seems right)

    Thanks!

    Caleb

  • but yea if it went away i wouldn't lose any sleep over it.

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  • lol, i dunno it's an ok device.. we've had some games get downloads and such.. in some ways it can be a good market if you partner with someone like Nokia.. not saying we've done this yet.. but we could approach them if one of our apps feels worthwhile. they still have lots of users.. and sometimes less content to compete with can be good.

  • exactly.. i do wish cocoon io supported windows phone.. but i do understand why they don't.. heh

  • it's not that one thing going on though.. you could have a bunch of "while true" stuff going on that's eating CPU Cycles.. I don't know your game. There are other optimizations as well that could be applied that maybe were not.

    I agree I'd rather have a tool that can build things easily and efficient and maybe not have the best performance for now..

    However the issue I have with Construct 2 / Mobile is that it's very unstable and unregulated. The need for mobile and reliable mobile publishing is only going to increase not decrease. The fact that there is a choice is great, but not if both choices are unreliable / in various states of broken.. relying on 3rd party plugins for features that are not even actively supported.. it's a nightmare.

    expecting a developer to try both and see which works is unacceptable.. these tools have plenty of little "gotchas" sprinkled throughout them that takes time and frustration.. but IF someone take ownership of these services and can validate things are working (even if they are not for you) it can be very helpful in knowing the user is not spinning their wheels for no reason..

    I have found it extremely helpful (to Sang Ki's credit) that he includes a sample capx of each plugin.. this way a user can test them this way before putting the plugin in their game. If Scirra created their own cordova plugins (they were not interested in working with Sang Ki for whatever reason) then we would know they are supported and tested.

    If they tell us which platform they tested them with.. then we know that they work for someone else and that can be very helpful. Human error is easy to encounter with the publishing process but all the more reason why Scirra owning the exporting / plugin pipeline would be tremendously helpful.

    I'm not advocating they make native apps, but I am advocating that Construct 2 can't say "publishes to *iOS / *Android" without some kind of * next to it saying..

    "*You are likely in for a miserable experience, but we don't care. not our problem, Good luck - Scirra"

    would be much more accurate.

  • dude what on earth are you doing to run that poorly? heh heh. You may need to consider optmizing things. I've not experienced any problems like that.. it might not even be "the whole thing" just some part of it that doesn't play well with Cocoon IO.

    Also remember that you were making / testing with XDK all this time so you never hit any slow points.. but if you had made the game with Cocoon IO from the start you would have likely found where something was not performing well and been able to rethink a solution at the time..

    You could perhaps rethink your game to be a paid app then if it works with XDK and just avoid the need for ads. Then the next game you make try with Cocoon IO from the ground up.

  • hothead that link doesn't seem to work. i haven't tried it, but most of that stuff can be achieved with admob (banners / interstitials) and video ads through vungle. These are plugins I know work for me personally. So even if that one service doesn't currently work there are working plugins out there to allow you to make money from revenues.

  • yep Zebbi is right. tonight i was able to get one of sang ki's lesser used "image capture" plugins to work with Cocoon IO where I was able to call up the camera and take a picture and the image save.. not a revolutionary thing but just showing that standard cordova plugins can work fine with Cocoon IO..

  • right it's seems like a different beast now with it's integration of cordova. I'm going to ping the appodeal developers to confirm the plugin is cocoon io or (what i would expect) if it's an actual cordova plugin.. because there are plenty of C2 plugins that come with C2 that don't work with cordova..

  • is the appodeal a cordova plugin? i'm wondering if it might not be.. and if it's not that would explain why it doesn't work.

  • wizdigitech absolutely about 3rd party wrapper.. it's a piss poor business model and it shows.. as I've said in another thread.. it needs to be part of the Construct experience. Cordova is open source. C3 should have cordova built in.. with plugins made to work with THAT. Make Construct 2 have two options.. perhaps a basic paid one time version that does things how C2 currently does things.. this would be good for developers who can code and know how to make plugins work for them, fix javascript / etc.. however the other would be Construct as a service. go with a paid subscription like a lot of others services model.. why pay more? because you're guaranteed plugins that work.. updates that are regulated and a pipely to know your games should work following a single curated approach..

    It needs to be painfully clear to would-be adopters of Construct 2 that their experience going to mobile is going to be statistically likely to be ****** and confusing. Right now on the main page iOS / Android are just stated as options and while that's technically true its "reasonably easy" to publish a game to Android or iOS with XDK if you don't do anything fancy.. but developers need to know they have access to a wide range of monetizing options.

    wizdigitech also so you're having trouble with appodeal with canvas+ what about webview and webview+ do they work any better / differently? I know size / performance would change but at least, do they work?

  • who are these people having great success? what plugins are they using? none.. sure no problem.. but xdk / c2 / plugins are all changing with no regulation / oversight.

    I've been fighting with XDK for months to get all of the plugins working for client work (thankfully a very patient guy!) and going over to cocoon IO I was able to in a matter of weeks to get everything working.. mostly just learning / experimenting..

    Ashley canvas+ is working well with Cocoon IO from what I have seen so far and with Cordova plugins which was a big problem in the past. Should we be using Webview? or Webview+ for better results?

    This is why there needs to be a legitimate plugin store with developer controlled pricing.. they need to be able to charge what they think is worthwhile to make / support.

    or you should consider hiring developers to make the plugins and pay them and include them WITH the engine with constant support / supervision to insure they work with the latest versions of C2 and AT LEAST one formally tested export platform..

    I don't care if we used XDK, I just need to know as a professional that the entire publishing path is monitored and tested for me so I don't have to constantly fear something breaking.. give us specific tested xdk versions (don't upgrade warnings) or whatever..

    Cocoon IO has simply been the first time since this summer than I'm back to making games and not fighting plugins and losing my own revenue sinking tons of time into a fixed budget project.

    Final Thought: If you are concerned that this extra help will cost money.. the by all means.. give me some monthly plan to join and pay to be part of a curated publishing experience please! I know we have a lot of cheap indie developers that thing $130 should give them the kingdom of heaven.. you know as well as anyone.. you're making money one time.. you NEED more developers to buy this one time product.. this means the money will run out eventually without this.. a premium monthly service would offset dev costs for you and even bring in some additional revenue.. please consider something like this. The professionals here have no problem paying for greater support / service. More professionals will attract amateurs.

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part12studios

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