part12studios's Forum Posts

  • ok i went and downloaded a 10.3 and 9.3 simulator. they were not downloaded, but nothing ever said this, i had to go poke around. Installing them didn't make any difference.

    I do the build but no simulator launches. I connect my iOS device (iphone 5s) and it also doesn't push to the phone.

    i have the latest OSX and xcode. it says build succeeds and gives me a time stamp.. but as you know there are a LOT of settings in there i could just tinker with but at the expense of preventing the app from ever launching..

    Are there any special steps needed? how do we submit an app to the app store this way?

  • Hi there, I downloaded an xcode project without much trouble and it did build successfully, but i don't know how to open a simulator to see how well it runs or ultimately get that build out to an ipa to publish.

    I know there are tutorials on xcode in general, but it seemed appropriate to have a clear step by step for C3 users who are likely unfamiliar with Xcode..

    Thanks,

    Caleb

  • no i never got it working. This isn't a reflection on the plugin. I just had to move to another project and my attempts to get it working with mix panel ceased.

    Sang Ki did make a mixpanel and appsflyer plugin, though I'm not sure if it has been maintained, but may still work. If you reach out to Sang Ki, he should know the answer to that. I'm coming back around to this question though myself as I look ahead at some games I would like to publish this year. I'll let you know if I find out anything new.

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  • Hi there,

    Maybe I'm overcomplicating this stuff, but I have been reading about "D1" through "D30" numbers where developers track how many new players they get and how many they retain.

    If people play your game one time and never come back.. you have a problem.. if you have a group of players who keep coming back over time, then you have something that might have potential.

    I have used Google Analytics before in my most recent game. This is pretty good at showing events in the game but wasn't really sure this gives the right data that accurately reflects the D1-30 numbers. Is there something folks use to specifically track this kind of value?

    Thanks!

    Caleb

  • then yes just buy C2.. it's fine these days.. xdk and cocoon io are good options. if you're trying to do too many things in one game.. the more plugins you need the more chance for trouble.. but basic things like.. ads.. analytics.. iap.. that kind of stuff.. i launched a few games in the fall and the technical stuff went very smoothly

  • hold out for C3.. it will have internal publishing for android.. and ios you export as an xcode project which they say works well.

  • interesting about the unsupported stuff.. Definitely something to think about when troubleshooting.

  • totally.. use cocoon io for as long as you can since it works for this game. i'd just say next game not start with cocoon io.. start with xdk.. or whatever C3 is using.. april man.. april..

  • dude if it works do it. we just have to realize when we stray from a recommendation we're in unsupported waters. you just have to adapt your game to the technology not the other way around. if you can't get good performance on one solution you have to adapt.. unfortunately it's not the tools obligation to make sure your game runs well.

    You may need to consider the game you're making or the effects / features it has to allow performance to be acceptable. The idea is to spend more time making games, not squeezing performance out of things. I'd rather simplify and publish and move no than waste time testing fps.

    The new C3 announcement also might make this moot as well. They are doing an internal build solution for it. I haven't read the full blog yet, but I can tell you right now that's what I will be doing when I use C3.. and I'll just be sure to make games that work well within it.

  • It isn't for android for devices are older so as far as I'm concerned I don't care. By the way could you link the games that you have made in the past that have been giving you an acceptable performance? I know you have set a lot about having problems with performance but I don't know what games you're actually trying to make that would be so demanding on any wrapper

  • no i havne't tried webview, it sounds like it sucks.. i have a pre android 5 phone so i know it will suck for my test device.. i'm ok with crosswalk and cocoon.io regardless of bloat.. i don't really care if a game is 30mb.. few people are going to not play my game because it's 22+ mb

    there are way bigger problems to face than file size with mobile gaming

  • yea just stick with what works and when it doesn't move on.. performance wise all i can say is design games that are not pushing cpu too hard.. consider ways of making games that don't need heavy gpu performance. I've made lots of games with cocoon and xdk (crosswalk) and they all run fine for everything I've done..

  • awesome thanks for validating that! I remember trying that awhile back but yea it was HORRIBLE.. audio was f'd up and performance was terrible.. but that was way before android 5 was out

  • how did you make a web view game? I don't see it as an option in XDK.. there is "cordova" but ultimately that seems (from my most recent game) to be bloaty and ran fine thus leaving me to think it's still using crosswalk.

    Perhaps I get webview if i uncheck "optimize with crosswalk"?

  • it's a moving target.. i am sure things get faster / slower / shifting all the time.. file size should be the least of your concerns.. if the game is good people will download it. if they choose not to download your game because it's too big, they are fickle and thankfully a very small % of people downloading games.