Big Infinity's Forum Posts

  • 1-5 yes. As has been said many times before, the first 90% of making a game is design, the 2nd 90% is optimization. If you're willing to put in the time, you can make a great game. It takes some time and a bit of brains. Also, learning the export process can be an undertaking, especially for mobile games. I've been at it for 2.5 years now and feel like I'm starting to get a bit of a grasp on the software. Luckily I've been making music and art since I was a kid so that's paid off. You'll want to identify any weak points you have and outsource those tasks or use pubic domain assets. RPG elements can be incorporated. You can honestly make it as complex as you'd like but you'll have to apply yourself for a long time to do so. Anyway, good luck!

  • I spent 2 years learning the basics and working on my first (and nonow abandoned) game. Be prepared to spend lots of time and go deep. Read the forums a lot. Even if things go over your head at first, you'll slowly start to get it. The important thing is to stick with it. You might want to start with something easy first to see how you like it. I LOVE game design, all parts of it, plus I'm good at obsessing which is a good trait doing such an intensive undertaking. Good luck!

  • Sure. I think that just about any type of 2D game can be made with C2. I started making a game with rpg elements and complex stats and status effects, etc. How much time do you have?

  • I don't mind cocoon's splash screen - they have to eat too. If you look at my game, their splash screen is on for less than 3 seconds. Not saying that that works for everyone but I think it's fair.

  • I don't know if that would work as I hear that you can't switch between the two on the appstores. The x86 processors are only about 1.5% of devices so I don't mind that cocoon doesn't work on them. For me, performance is most important and canvas+ in cocoon gives me that. If you must export to both then xdk is probably the way you want to go. The best performance xdk export I found was here: http://www.mrchay.com/projects/HTML5toAPK but I could never find out how to lock orientation or get music to play. XDK just turned out to be too much trouble for me to deal with.

  • In case you didn't know, this is a good tutorial and a great tool to sign apks: https://shatter-box.com/knowledgebase/a ... pk-signer/

  • Cocoon doesn't support x86 (which is around 1.5% of tablets). To run your apk, you will have to sign and align it. After you align it, make sure that you don't change the name or anything as that can cause parsing errors. Good luck!

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  • iOS, here I come after learning that whole export process... LOL.

  • I would just export with the newest version of cordova.

  • Ashley - minifying script broke the cocoon canvas+ plugin and made it ignore the "exit app" command.

  • Ashley - thanks for asking. Minifying breaks the cordova export for cocoon.io. Also, as I said in the OP, I wanted to disable cocoonlazyload after minification. Am I correct that changing "cocoonLazyLoad=!0" to "cocoonLazyLoad=!1" would do it?

  • Ruskul - I can't agree that mobile is a shitty platform. We're talking about everything from phones to tablets. I've played some AWESOME mobile games. When I first got an android 3 years ago, most games still cost something upfront. It was an honest trade. Now all of the freemium crap has swept through like the plague and the market is trashed. Of course people often pay huge sums on "free" games and I guess that's a strategy, I just personally prefer a more honest, upfront trade. I'm not saying I have any control over the game industry or what consumers or producers do. Just stating my .01.

  • - agreed. The fact that only top ranking "new" games appear on play doesn't give those of us with less marketing resources a chance at all.

  • For those of us who would like to make an honest living selling the games that we've worked so hard on, the "freemium" game model has destroyed the game economy. Runaway deflation means that it seems that very few are paying for games outright anymore. Now the fees are hidden. Either the player has to be subjected to a stream of ads or is nickel and dimed to death to get upgrades that would have been included in a game of yesteryear. Of course there is no one to blame but the game designers - us. I saw the same thing happen to the book self-publishing industry. To get high ratings, people started selling their books for the lowest price possible, even going so far as to give them away for nothing. It's a sad state of affairs for those of us who have families to support and who would like to be able to make a living doing something we love. Is several hours of entertainment worth a couple of bucks? I think so. Think about movie prices - $10 bucks for 2 hours (or less) of entertainment. I'm offering several hours of entertainment for 99 cents. I remember when all video games came with premium price tags but now consumers are spoiled and don't want to pay anything for their fun. Can you blame them? I guess I'm unusual in that I still don't mind paying for video games. I PREFER not having ads shoved down my throat while I'm trying to relax and I don't want to pay for upgrades that should be an intrinsic part of the game. End rant.