CoconJS 1.4.4 is live (Ouya support!)

Discussion and feedback on Construct 2

Post » Fri Oct 18, 2013 3:49 am

I'm using 146. Did 147 add anything that might change things?
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Post » Fri Oct 18, 2013 3:51 am

@ArcadEd
I'm using 146 also. So I don't know why my input doesn't work.

Guess I'm going to have to get down to the basics and see if something is broken some where in between. Thanks for the heads up :)
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Post » Fri Oct 18, 2013 9:12 am

@szymek +1
But if its true that scirra targets for education licenses than one-time dev licences i have to say one thing.through dev who use it for real $work$ you ll get more credits and more people who dont know how to coding will buy c2 if they see decent robust games.if you have more than one game (and not the ONLY game) like ubie land to stand proud in the markets that will be the real thing.show me what you made with this tool and if i like it ill buy it.its simple.i saw a game called TIAMAT X i ran it in my old phone.theres no chance to achieve a smooth game like this with c2 at the moment in android or ios.



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Post » Fri Oct 18, 2013 11:11 am

@spy84

unfortunetly there will be always more schools (giving stable income) than independent developers. Anyway the best is still to come: when Ludei will ask for $$$ and there will be no good alternative on Android (like Ejecta on iOS)
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Post » Fri Oct 18, 2013 8:57 pm

I swear I had wrote this already in this thread, but I can't see it :P

This works amazingly for my game, which is physics heavy! I'm not sure how to report or anyhting, but there is just one bug, which is it crashes with an error when I retrieve a physics object's "mass". (There's 2 points where I'd refer to the objects mass and those two times gives the same crash). Other than that, perfect!
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Post » Fri Oct 18, 2013 10:00 pm

Would you need to sign these APKS ? thats a nightmare
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Post » Fri Oct 18, 2013 10:26 pm

I've just been testing with the signed Debug apk that CocoonJS gives. It only takes a few minutes to sign APKs anyway, so I don't think it would be a big deal for a final release.
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Post » Sat Oct 19, 2013 7:48 am

@railslave for signing apk I made a desktop shortcut having the target like this:
"C:\Program Files (x86)\Java\jdk1.6.0_38\bin\jarsigner.exe" -verbose -keystore C:\Android\user.keystore C:\Android\app.apk user
copy your unsigned apk to c:\Android (or any other location) and rename it to app.apk (or any other name)
Takes 1 click and 10 sec to sign.

P.S. I have 4 shortcuts for decompile, compile, sign and zipalign
I use decompile apk to remove one of the 2 armeabi library that cocoonjs offer. that way the file size is 5MB smaller
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Post » Sat Oct 19, 2013 8:13 am

https://code.google.com/p/apk-signer/

1 easy tool to make keystore,
to sign APK with keystore,
and align signed APK
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Post » Sun Oct 20, 2013 1:50 pm

Has anyone noticed that WebGL now magically works for them? I would always get black screen when enabling it before - now it completely works. It's noticeably less performant, but the effects are working great for me.
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