part12studios's Recent Forum Activity

  • Hi everyone,

    As we all know.. with iOS8 it really made Cordova a great option for C2 developers and in general I agree with this, but what I'm finding is that its also difficult to have multiple technologies all needing to work with each other at any given time and not knowing if this update or that update will break everything.. for example:

    I have construct 2.. which gets frequent (welcome) updates which I like to keep up with..

    then I use various Cranberry Cordova plugins which are great.. but these plugins in general, especially when hot/new tech also get regular upates.. and once you do this, you open yourself up to having trouble going back to C2 for help.. but since C2 lacks many essential plugins to make apps that can generate revenue / get discovered in many different ways.. we don't have much of a choice but to use them..

    Then we have options like phonegap, xdk and now cocoon.io.. each of these systems are also in development and getting updated. I've tried to stick with xdk simply because it seemed the most straight forward, but not everyone is using it so now you have fragmented publishing platforms with their own potential quirks / bugs, etc..

    All of this can result in one day being very productive making apps.. testing them.. etc etc.. to being dead in the water until the break can be found which is not easy.. especially since we have to (in my experience) actually make builds for many features to work (like ads, for example) because they don't work when testing in a browser..

    So that said.. I think it would be really smart if C2 could (or maybe a thing for C3?) to actually incorporate Cordova.. since it's open source as I understand it, there shouldn't be anything stopping it from working. basically there should be some standard in which Scirra establishes as THE best way to get your games to iOS / Android.. They did a great job with using webnode where basically C2 generates the various exe's.. what would it take to make an official / supported / working pipeline for (an assumption on my part) C2's biggest target platform (maybe it's not?) which I would imagine is iOS/Android.

    I realize making another "XDK" is a big undertaking but because the Cordova would be specifically tailored to C2 users / needs.. so much UI would be stripped out going straight from C2 to the Cordova wrapper. This would also help plugin developers who have to potentially deal with their own customers using multiple services and addressing those quirks and inquiries. Having one option (or at least a default one for advanced users who NEED something else) that most of us get behind would create a better widely supported system to work with..

    even when we get stuck at least we're all using the same approach, so it makes community help possible while in my work it feels that once i get out to XDK I'm kinda getting away from other users who may choose a different path for publishing..

    Thanks,

    Caleb

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  • Hi everyone,

    I've been working with XDK for awhile and generally I like it. It offers a nice "app" interface that helps keep things straightforward, but it also is a platform in development while Construct 2 is also in constant development..

    As it stands I was first having trouble with the latest update working with Cranberry plugins. This I learned (thanks to the good support at XDK) that the projects default to 5.x Cordova.. so rolling a project back to 4.1.2 fixes this, but then i run into a general IPA issue that I can't figure out.

    My certificates should be solid, they worked with the same project in XDK not even a week ago and nothing has changed. Just wondering if anyone knows a solution to this as I have several games being held up from being published at this point which is pretty frustrating.

    Thanks!

    Caleb

  • ok cool yea I just bought the ADV product, thanks for that tip / lead. I'm going to look into this. doing a full screen capture is no problem. I can design around that.

    Thanks,

    Caleb

  • Thats awesome undeadbobop I'll check out the store item.

    The video is very helpful, thanks!

    Is it legacy because it's using webstorage still?

  • bump.. is this something possible?

  • jogosgratispro cool thanks i'll see if i can find it in the store.

  • Hi everyone,

    So I have a project I'm trying to do where I'd like to be able to make a coloring book using the canvas plugin with the fill action. That part overall is ok. I can use the snapshot system action and paste it onto a sprite.. but what i don't get is how imagine you had more than 1 painting and wanted to move between them but not lose all your progress each time you leave a given layout / sprite..

    Maybe there is a way to capture the canvas itself and restore that in a different way. snapshot seems like the easiest way to grab a picture. Ultimately the goal would be to restore the image in full detail (no artifacting) and such.

    I imagine that in the coloring book mode there might be a couple of pictures to choose from and you go into that room to paint and such and then make changes and when you leave, save the changes till you come back again at a later time.

    Thanks,

    Caleb

  • hey this is nice, but i'm curious if you know if it would be possible to save the painting to come back to it later? that's what i'm looking for. Is it possible to save a canvas screenshot as data in local storage?

  • So am I right in understanding that webstorage used to allow you to directly compare the stored value and now with the get and set conditions of localstorage you need to compare global variables and then based on those comparisons set a new high score?

  • This is a late response to this thread but it seems relevant.. so with web storage you could do a "compare two values" system event. in web storage you could do this:

    WebStorage.LocalValue("highscoreeasykey") which was nice because it grabbed the specific value by identifying the key..

    However if I try to do the same thing with LocalStorage, I can't reference a specific key. I can only do something like

    LocalStorage.ItemValue

    I've used localstorage successfully in other projects, but I never had to do a comparison. This this case I'm trying to compare the stored high score value and if it's great than the existing value, overwrite the other.

    Maybe it's expected that I have some local variable instead? I could see that potentially working, but it feels like it would just be adding more steps to the process (I believe and hope) unnecessarily.

    here is a picture of them side by side.. i need to understand how to be able to do a value compare in localstorage which is missing the stuff I used when doing webstorage.

    Thanks,

    Caleb

  • Animate I wish I could offer some javascript advice but i can't unfortunately.

    The way I got around the problem was to increase the speed of typing fast enough that it generally fooled the eye. it wasn't perfect but it became acceptable.

    The only way i could see hacking around it for per letter accuracy might be to set up a series of text updates each with a particular word you want underlined actually < >'d so that each letter is underlined so..

    hmmm another thought (i haven't used this in a long time) but could you possible underline each letter next to each other and them appear underlined.. or would it just look like a bunch of letters with individual underlines under them? i imagine it would since they are being individually underlined.. tricky.

  • do you know how much smaller? I know that right now Crosswalk via XDK is a 19mb base file + your game.. if you do a hello world build in C.IO how big is the game then (no sounds / graphics, just some text).

    Depending on the difference I may need to look at that because I have a short game and it would be nice to shave it down considerably.

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part12studios

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