Artpunk's Forum Posts

  • Ah ok, well it looks the same on my phone. I guess its not in full screen on my phone either that being the case? But I think it still looks good. I seriously didnt notice.

  • Hey I think I managed to fix the bug you identified where the player falls through platforms unexpectedly. It was caused by mistakes I made in the events controlling the downward 'swipe' that allows the player to drop through JumpThru platforms. It should be fixed in the next update Im about to release.

  • ...Some of the "navigating" is not as intuitive as it should be...(try adding some (arrows pointing where to go they do that in Mario and other platformers to "nudge" the player in the right direction) it feels more like an exploration game sometimes...

    I implemented your idea of putting arrows throughout the levels to direct the player towards the level exit. Hopefully this will stop the player from feeling lost at any point.

    I placed arrows only to point the way to the exit. It's up to the player to explore other parts of the levels to find the chicks and secret areas.

    There is definitely meant be an element of exploration in the game. Exploration is rewarded because if the player finds a secret area it will be hiding a chick, a shield / armor or a switch that the player may need to achieve a perfect star for the level.

  • Artpunk, When remaking the Jump-thru behavior from scratch, one would have to check, for each solid object, if the player at a Y of -1 is overlapping the solid object. If not, enable collisions with that object.

    In this case, one could simply use this check to, rather than enable/disable collisions, add if player is falling, and if so, set vector Y to 0.

    The fact that this is happening, though, points to a problem with how you've implemented controls, positioning, collision masks, etc. It could be anything, but this kind of functionality doesn't happen naturally with platform and jump-thru behaviors, it certainly isn't a bug as I've never seen this happen before.

    EDIT: make sure that when you use the event I mentioned that you're also adding a condition of player is overlapping the platform at y offset of +1, or the player won't be able to fall.

    Hi thanks for the help. Well, I haven't made the JumpThru behaviour from scratch, im using the C2 Jump Thru behaviour added to the platforms. I have a tilemap object with the JumpThru behaviour added and another tilemap object with the solid behaviour added.

    So a typical level looks like this, where the blue tiles have the solid behaviour, and the pink tiles have the JumpThru behaviour.

  • Is that YouTube video supposed to show the lost fullscreen problem you're experiencing? I dont see the problem. Your game looks the same on my phone as the video you posted. I am unable to recreate loss of fullscreen by sending your game to background or changing between apps.

    The events I use to control fullscreen in my game are:

    on the title screen (black screen that says 'loading', then 'tap to start') I have:

    'On any touch start'

    Browser - Request fullscreen (Stretch - Scale outer)

    Browser - Lock orientation to Landscape

    Then in XDK under Build Settings I have 'Fullscreen' ticked.

    Re marketing. Id be interested to hear if an AdWords campaign is successful for you. I am hoping to promote my game using free methods first, but Id consider investing in an ad campaign if I thought it would generate enough additional users to pay for itself or preferably create profit.

  • , I will respond to your comment from this thread here

    I think this is a bug, if I'm not mistaken.

    Sometimes falling on a platform the sprite falls down.

    For this to happen do the following.

    Make two jumps, when you are falling to the ground, leave the jump button pressed for 2 or 4 seconds, then release it and the sprite will probably fall down.

    Yes there are some problems with the JumpThru platforms. Im not sure how to fix these issues, I have spent many hours testing and trying to fix that.

    The player is able to swipe down on the screen to make the chicken drop through a JumpThru platform. But there seems to be these bugs like you have identified. It also happens occasionally if the player drops from a large height onto a JumpThru platform, the chicken will land on the platform, then drop through a second later.

  • I will respond to your post in my game's dedicated thread, so as not to clog up this thread with discussion of my game.

  • Hello, I have a galaxy 6s with Android 6 and a samsung galaxy trend with 4.2.

    The game moves and is displayed perfectly on android 6, in 4.2 I have not tried it.

    I have tried several things and it always worked well.

    The graphics are yours ?, it's an excellent job !, the tile of the gray stones I especially like but I have not reached the second world yet..

    A question.

    Why have not you put your legs to the hen and have you used white legs?

    I do not know if you understand the question, sorry for my English.

    Yes I did all the graphics. I enjoy making nice tilesets

    The reason she has white legs and not typical chicken legs, is because she is meant to be a Pekin chicken. They have fluffy little legs

    Search Google for pictures of Pekin chicken and you'll see what I mean.

  • I do not understand what happens with the error of the sound, why do not they fix it ?, this error has been reported ?.

    The error is that if you send the application to the background and there is no sound reproducing at that moment, when you recover the application the sound has been lost.

    Well if you read down that thread, apparently its not a problem with C2 its a bug in Chromium (blog post by Ashley). Intel XDKs Crosswalk is based on Chromium so thats why C2 users get this bug in their games when building for Android.

    > What's your strategy to market your game Mirlas?

    >

    I have no strategy the truth, I do not know this aspect, I have communicated it through several forums but that is all.

    ¿Any suggestion?

    Well my plan is to contact bloggers, websites and YouTubers to ask them if they would feature my game. I haven't started doing that yet because Ive been tidying up some minor bugs first. Aside from that Im not sure what the best marketing strategies are yet.. In the coming days Ill be focusing 100% on marketing for my game, so id be happy to share ideas as I research it..

    pixelprospector is a very useful resource! Lots of good information there.

  • Hi Im playing on a Nexus 5X and your game runs very well. I havent noticed loss of sound yet. I tried sending the game to the background, then open it again later (1 - 2mins) and the sound was still working.

    Also I didn't notice any problem with the game not being fullscreen yet.

    About the sound. I had the same problem with both music and sfx dropping out if the game was left idle for a while. The solution in this thread helped me: Android Chrome's loss of sound. Not sure if that will work in your case.

    This is a really cool game. I left you a review. I like your artwork, very nice details. I like the little computer chip at start of game and the batteries lying around in the levels. Also the robot's walking animation is cool.

    One suggestion is that the buttons need to be visible in some way on the screen. I keep missing the right turn button, and I have to feel around on the screen to find where it is. Also it took me a little while to realise there was the button at top right and top left to stop the robot and allow him to fire.

    What's your strategy to market your game Mirlas?

  • > 22 Dec 2016

    > Updated download link

    > ----

    > My first game Cluckles' Adventure is available on Google Play

    >

    > If you feel like playing I would love to hear any feedback you might have. Please post feedback in my forum thread here.

    >

    > Thanks!

    >

    >

    >

    >

    >

    Hi, the game looks great and very smooth, what resolution do you use 427x240 maybe ?, I think you are using XDK, right ? and What scaling method do you use? Letterbox integer scale?.

    I've noticed that the status bar is sometimes visible and hard to hide, are you using statusBar.hide?

    Hi The resolution is 240 x 160px and I used 16 x 16px tiles.

    For scaling method I used Scale Outer.. and the background artwork dimensions are 368 x 256px.

    I experimented with XDK and Cocoon.io but in the end I settled on XDK for both iOS and Android.

    Well the status bar should only become visible if the player's finger touches the very edge of the screen. It should show for a couple of seconds then be hidden again. It shouldn't be in a constantly visible state.. It works that way on every Android device I tested with. Does the status bar behave differently for you Mirlas?

    Can I ask what Android device you are using? And what OS is it running? Performance is ok? Thanks for the feedback.

    EDIT: Yes I am using 'On start of Layout' > Browser - Execute javascript "StatusBar.hide();"

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  • Artpunk Played it on a Samsung S5. Performance is pretty neat although I find the response from the left/right buttons to be a bit too strong (sometimes I hit once and he just flies off to his death) I have reached at least lv8... I think. Some of the "navigating" is not as intuitive as it should be...(try adding some (arrows pointing where to go they do that in Mario and other platformers to "nudge" the player in the right direction) it feels more like an exploration game sometimes. Its cool... it is very challenging. Nicely executed game. I still need to fix mine since google changed their stuff I have to re-build mine to have the adds work again.

    Hey Ragevortex thanks for the feedback.

    I dont notice that problem with the buttons being too touchy, but ive played it so much it could be I just dont notice the problem. Tbh I dont think want to adjust the responsiveness of the left / right controls at this point because Ive built the game around that level of responsiveness. Probably a bit late in the day to be changing that..

    Your ideas for adding arrows to point the direction is a good one. You're not the first person to comment that it can be hard to navigate the levels.. so im seriously considering doing that. It would be a bit of work to add them in for every level, but I think it would make the game better. I guess I would add arrows that point the route to the exit, then its up to the player to explore the other parts of the map where chicks / levers / secrets / collectables etc could be hidden..

    Can I ask, do you think the game is too difficult as to be frustrating? I think I made it too hard...

  • cranberrygame

    any news for the Cordova Analytics plugin? It stopped working months ago!

    Regards

    Andy

    Hi cranberrygame, just wondering if an update to the Cordova Analytics plugin was on your radar? Any chance that could be fixed soon please?

  • In general I'm really interested to hear your impressions and feedback about the game. Specifically Id like to know:

    -What device and OS you are using.

    -How is performance on your device?

    -What do you think of gameplay in general? Is the game engaging, boring, too hard, too easy? What's your impressions.

    The feedback I get will influence updates I make to the game in future.

    thnx

  • Nice game. I just played it a bit I will continue when I'm not at work. Love the sounds too.

    Hey man thanks for the feedback! Glad you like the game and sfx. Can I ask what device you are using and which OS? And how is performance on your device?

    Congrats on the release! Maybe release on steam also?! seems more fitting as gameplay to be released on a pc gateway then mobile devices!

    Yes my next major focus is to prepare it for Steam. Ive been totally focused on releasing it on mobile and I havent researched anything about developing for Seam yet, so it will be a few weeks away at least. But definitely Steam is on the cards. Ill pretty sure Ill also put it on Kongregate, and that would be sooner.