Astro's Forum Posts

  • What do Ashley mean in Step 5 by:

    "Copy-paste the exported files over the XDK project you've created"??

    I'm not sure how to paste it into the XDK.

  • Not entirely sure what this means yet but it caught my eye and looks worth a gander.

    "Focused on the HTML, CSS, and Java-based Nintendo Web Framework for Wii U, Nintendo is restarting its ?Nintendo Game Seminar? program, a classroom instruction program featuring lectures by Nintendo staff, that results in the creation of new Nintendo games."

    (I'm sure they meant Javascript and not Java)

    http://tinycartridge.com/post/47998179844/nintendo-game-seminar-returns-focused-on-the

  • Everything seems to be working so far ever since, we'll see how it holds up. Even the "anyone with link" sharing option.

    I had actually given up on dropbox. Have they return the hosting feature that puts your game live? Them removing it caused me to used it less, the feature is wonderful for testing.

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  • I've actually got it to work now. Not sure what it was, it seems to be working fine now. Crazy, haven't had it working for days. Maybe the links were old or something.

  • Saw the tutorial a while ago. It's been working well for me up until a few days ago. Wanted to see if it was an isolated thing. Uploaded some new files to test. I may have hit the bandwidth limit. Doesn't seem like I should have though, haven't really shared and links. Anyone been using Google Drive lately?

  • LI0NHART

    You might want to try selecting the layer and enabling parallax in editor. If that doesn't work for any layers you set the parallax to (0,0) then it's hard to say without a capx.

  • Joannesalfa

    I had never heard of that game till now. Most likely due to me not having an iOS device yet. But that's indeed a clever monetization approach. The last IAP pack says "Chp. 14 - End" lol.

  • Joannesalfa

    So true. That's also a method you could use to help you deal with pirates. Instead of having all your purchase content in the initial install.

  • mcdan

    I too have long wondered which route is the best route to take with revenue models. I've been studying the app stores a lot. When I do I look at the top grossing section.

    The majority of the apps there have the revenue model of IAP. If you compare that to the most downloaded apps, you'll see that the top games in top grossing are earning more per download than those.

    IAP will probably be the best route if you want to make the most money possible. But it also takes more work to implement correctly and make it worth the player's time and money.

  • I also wondered about wordpress. I figured an iFrame would do the trick but this confirms it. Thanks guys.

  • In my previous post I actually meant to say "utilities" that AREN'T graphically intensive. Whoops.

    But thanks ArcadEd it's good to hear that the ad sdk apparently doesn't cause slow down.

    I tried Phonegap when C2 first introduced it (about a year ago) and it definitely wasn't up to snuff then. Glad to see progress has been made.

  • I understand Phonegap is originally meant for "utilities" that are graphically intensive. But some have apparently got a couple games to work with acceptable fps.

    I was asking AndyWatson if the mere implementation of the ad sdk might've caused the slow down. And if so what might cause the performance drop in regards to implementing the sdk.

  • Open source phonegap/cordova built through Eclipse gives you access to all ad network sdk embeds, but gameplay can be laggy and it takes a bit of programming knowledge to make it work.

    Any idea of what might cause the gameplay to be laggy?

  • This will surely help many people. I'm relieved to see proof of teams still working on better canvas rendering with Phonegap.

  • Maybe because most of the third party don't support in game advertising, such as Admob, RevMob, etc. For example, Appmobi doesn't have this, except to advertise another developer's game, which doesn't actually make revenue. Cocoonjs requires a premium account to take part in their ad revenue program and Phonegap I don't think has any ad revenue program.

    I have been searching for a solid answer regarding implementing ads across iOS and Android. The best answer I came up with that you won't have to pay is implementing a plugin with your ad network's code.

    The way you would implement the plugin is different for whatever development platform you're using.

    For you UGS2012, if you can manage to get the game running smooth via Phonegap then having a plugin of some sort that works with Phonegap and has implemented the ad code will probably be the best approach.