cioclod's Forum Posts

  • My third game. Free and addictive <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://play.google.com/store/apps/deta ... ngrydragon

  • Hello everyone, firstly thank you for your interest in the game.

    This is the third game I've released after staring developing for android just 2 months ago.

    A bit about the game:

    Hungry Dragon is about a very picky eater two-headed Dragon. They can never be in agreement on what kind of food they like. One Dragon Head is a vegetarian, while the other is a carnivore. It’s up to you to make the Dragon happy and feed him the right food, by making fast and accurate decisions.

    The game also features an in-game currency (coins) which you can collect in order to unlock new accessories for the dragon, ranging from sunglassed, tattos and more.

    DISABLE ADS FOR FREE: A unique feature that I personally haven't seen yet, is the ability to completely disable ads by spending the in-game coins. I figured, that if someone likes the game so much and play it for a long time, they should be rewarded in a tangible way for their dedication. As such, when you collect 500 coins you can disable the ads and have the game ad-free without any IAPs or real money.

    Get it on Google Play:

    Google Play Link

    Or scan this if you're not on your phone:

    I would really love your feedback on the following:

      Performance and how smooth the game runs on your device. Ads frequency. Are they too intrusive or are they ballanced? Difficulty. Was the game too hard or too easy for you?

    Thank you very much for downloading and for trying the game. If you like it, please rate it, I would highly appreciate it!

  • > The Facebook share is useless. It simply opens a browser windows to share instead of opening the native facebook app on the phone for sharing.

    >

    > Unless I'm missing something.

    >

    > I don't want the facebook share to open Chrome, I want it to be able to share within the native FB app on the phone. Is that even possible?

    >

    > I see it on virtually every app, yet construct 2 doesn't have a simple "share" button that lets you choose on what app to share.

    >

    Is your app build by intel xdk ?

    Yes, is there another option to build apps using C2?

  • The Facebook share is useless. It simply opens a browser windows to share instead of opening the native facebook app on the phone for sharing.

    Unless I'm missing something.

    I don't want the facebook share to open Chrome, I want it to be able to share within the native FB app on the phone. Is that even possible?

    I see it on virtually every app, yet construct 2 doesn't have a simple "share" button that lets you choose on what app to share.

  • Hey,

    Just purchased your plugin, it's been hours and no email. Are you sending the emails manually?

  • cioclod Interesting - I also had a similar experience with Super Hero Boy, they removed word 'sonic' from my keyword list for the same reason. (i.e Sonic the Hedgehog)

    Yep. learned my lesson as well. No more names or brands

  • Yes, it's not the original. As you can try, the link in the first post doesn't work. The author had to take it down from Google apps store, probably because of the name conflict. Now you can find the game here, under a new name "Dumb Ball".

    I'd like to hear from cioclod what was the problem.

    Noga aquinn

    Here's what happened. I got an email from google saying that I'm breaking the policy on "impersonation" of another IP. I emailed them back and they told me it's because I used the term "Monument Valley" in the game's description. What it said in the description was this "graphic style similar to Monument Valley".

    Apparently you're not allowed to use in the description any other name that you don't own. That goes for everything, from car names, to character names, to other game names.

    So, I simply removed that reference and re-uploaded.

  • Noga

    Wow, thanks a lot for the extensive feedback, I really appreciate it

    About the performance issue, there should be none. I mean, it's unacceptable that a game so simple should create performance problems on basically any device. So it's definitely a problem on my part or on how C2 exports the game or maybe Crosswalk.

    Either way, bottom line, game should work smoothly on all phones and devices. I'll look into performance.

    Again, thanks for downloading and for the feedback

  • ZigZag Ball

    About the game:

    ZigZag Ball is a simple one-tap game where you have to keep the little ball on the moving platforms while collecting "crowns" and increasing your score. The gameplay mechanics are simple, but surprisingly a lot of fun and makes you want to "try again and again" as some of my friends put it. With the aesthetics I tried to follow a similar style to Monument Valley. While not even getting close to that level of quality and talent, I still believe the game looks quite nice and clean. You can also, as of today's update, collect and spend crowns in order to change the appearance of the ball.

    Screenshots:

    Google Play Link:

    http://goo.gl/iiiqYa

    QR Code:

  • Tried the game and it is very well made with good looking art But I didn't have any sounds on my Samsung Galaxy Note 3 and the status bar was not hidden. Did you use crosswalk?

    And as said before, set a condition "is not overlapping" when spawning the saw wheels so they don't spawn on each other

    Hey, thanks for the feedback and for playing the game

    Yeah, I built it with crosswarlk, it's strange that the status bar was showing. Maybe it's because you just got an achievement?

  • I developed and shipped to the Play Store in under 5 hours (without today's update that let's you choose from 12 balls).

    Here's the breakdown of the things done:

    • Put on paper the basic idea and look
    • Created the game layout in Photoshop
    • Created all the assets (platforms, ball, background, title screen, crown pickups)
    • Animated the assets in After Effects
    • Put everything together in C2 and created the gameplay and logic
    • Implemented Google Play leaderboards and achievements
    • Waste almost an hour on a stupid syncronization bug (different framerates = different restuls - was not using delta time)
    • Choose appropriate music and sounds and plug them in
    • Create all the promotional materials (screenshots, mockups, icons, etc)
    • Publish on Google Play

    About the game:

    ZigZag Ball is a simple one-tap game where you have to keep the little ball on the moving platforms while collecting "crowns" and increasing your score. The gameplay mechanics are simple, but surprisingly a lot of fun and makes you want to "try again and again" as some of my friends put it. With the aesthetics I tried to follow a similar style to Monument Valley. While not even getting close to that level of quality and talent, I still believe the game looks quite nice and clean. You can also, as of today's update, collect and spend crowns in order to change the appearance of the ball.

    Google Play Link:

    https://play.google.com/store/apps/details?id=com.ovgames.dumbball

    Screenshots:

    I would really love to hear your feedback on:

    Performance

    On a scale of 1 to 10 how fun do you believe it is

    Is it too hard or too easy for you?

    What would you improve?

    Thank you for reading!

  • You might try int(WebStorage.LocalValue("crowns")) + 1

    Haha, you typed the answer as I was editing my post that I solved it. Thank you anyway

  • EDIT: SOLVED - check below

    I need to update the web storage local key with +1 when the player collides with an object.

    So basically I want this:

    On collision > WebStorage - Set local key "crowns" to WebStorage.LocalValue("crowns")+1

    Problem is, when I add the "+1" it says "type mismatch".

    I'm sure there's a bit of code that i need to add before of after.

    Solution: I just updated the code to int(WebStorage.LocalValue("crowns"))+1

  • So, after playing around with AdMob and they incredibly low eCPM (under $0.20) I've decided to go with unity ads.

    They offer interstitial videos and such. The problem is that I haven't found any documentation on how to do this for construct2.

    Is there a documentation or someone who succesfuly implemented unity ads in a C2 game?

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  • This isn't the right place to use "Trigger once" -- distance traveled won't magically reset after your bullet goes 50 pixels, so the condition is true and remains true, thus trigger once runs exactly once, as designed.

    What I'd recommend is to give your block an instance variable, called "spawnCount", perhaps. Then do something like this:

    Thank you very much, this worked