Artpunk's Forum Posts

  • Which ad systems have you had success with Triforce?

  • I love the graphics. The controls are really nice and smooth.

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  • Voted for you on Steam. Good luck and congratulations on making a really nice game!

  • I might be missing the point of what you are trying to do, but is there any reason you don't want to use the tilemap object? You could import the tmx file and your tiles straight into C2 with that?

  • nemezes I don't know if I should release on html5, you think I should? You mean to publish on Kongregate and places like that? I'd have to read about how to monetise for those platforms... I guess it's all ads.

    Right from the start the main platform I was targeting was mobile (iOS being the priority followed by Android). Beyond mobile, im not sure which other platforms I'd aim for... need to research the options more thoroughly.

    Although I did have the thought that I could put the game on the Scirra arcade for a short while for the purposes of beta testing... I could use any feedback to improve the game before publishing to the mobile markets..

    Ok option 2 for you then. I thought I'd just have an ad pop up every 3 or 4 levels, and then a small ad constantly positioned on the screen... Something like that anyway (dont want to make it too annoying). That's something else I still need to research yet, how best to set the ads up and which ad services to use etc. I bookmarked a tutorial for appodeal a while back because the op was saying he'd had better success with that service than admob... but then does that work with iOS too? ... still lots to figure out .

    Ill just keep making the levels and figure all that stuff out later...

  • This is a known bug. I had same problem in my android game and the fix the op posted in this thread worked for me.

  • Very cute!

    Thanks Your yonder artwork is v nice!

  • nemezes what kind of mobile device do you use for gaming?

  • so cool! are you going to release in the final of august? I am waiting.

    Hi I am still hopeful the game can be finished by the end of August, but it's hard to tell exactly. It might end up being a week or two longer. Even once I finish all the levels Ill need to spend time play testing, searching for any remaining bugs or poor design in the levels...

    Also, im not sure what kind of delay there is once a game is submitted to the marketplaces. I think it might take a week or two for a game to be approved? Im not sure on that...

    And I still need to decide what the best arrangement is for monetising when I publish. I can't decide between two alternative arrangements:

    Option 1.

    • Free Lite version: Includes first ~30 levels, has ads.
    • Paid Full version: Includes all levels, has NO ads.

    Option 2.

    • Full version is free, includes all levels, has ads.
    • In app purchase to remove ads.

    So... whatever arrangement I go for, Ill need to set up the ads and IAP etc... Im expecting to run into hurdles with that stuff as Ive never done it before... Plus Im hoping to get Google Analystics into the game...

  • And this clip follows on directly from the one above.

  • Some updated artwork for my platform game. I'm still working on building out all the levels. I'm aiming for 100+ and Im getting through them steadily. Its very challenging trying to create interesting, new configurations for the levels.

    This is the second environment... the Haauuuunted Casssstleee... woooo scary.

  • Nicotine Nice platform game. The player controls feel pretty good. I like the unlockable door. So you can hide your key somewhere in the level and the player needs to find it to continue.

    The levels didnt unlock beyond level2. Not sure if thats a bug or you only made 2 levels to far?

    I did notice some lag in level 2. At first the level has no lag, but It seemed like the longer you stay in the level, gradually it started to slow down and become laggy.

    Check the number of objects in the level using the debugger. Does the number of objects stay constant? Or does is increase?

    I had this same problem with my game a while back and I discovered it was because I had an event that needed a 'trigger once while true'. Without that it kept creating some objects in the layout, and eventually so many were created that the game slowed down... maybe you have the same situation in your game?

  • mbe Thanks for the info, Ill be attempting to use Google Analytics in coming weeks so I'm gathering information in preparation. Your notes on what behaviours you're actually tracking are definitely useful!

    In my case I don't think Ill be able to use suntemple's plugin because, from what I read in that thread, it's not ideal for apps / mobile games.

    I was planning to follow this tutorial by aronduby, which builds on your js hack. Do you know if that's the best option for integrating Google Analytics into in a mobile game mbe?

  • This is a pretty cool game! It feels polished and well made! Can I ask mbe what aspects of player behaviour are you tracking with Analytics?

    edit: disregard my previous question, I just found your thread discussing GA here.

  • I can't help with those specific questions you posted, im not sure about whether those effects should work, but you might want to try building your win 10 UAP in XDK, just to compare. Have you tried?

    I tried to build my game in VS and it seemed to break my game in all sorts of interesting ways. I had better luck with XDK, although it still wasn't perfect.