Eisenhans's Forum Posts

  • The way things are right now with wrapped html5 this is to be expected. Even if you have an optimized game which runs relatively constant 60fps, you will have those micro-glitches, that's just how it is.

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  • A0Nasser

    You don't need a company to do that, you can very well do that yourself. But you have to do it. Just putting the game up on the store won't do a thing

  • The publishing to the app store itself will get you zero traffic, because they are totally overcrowded. Hundreds of games are released each day.

    You need a great looking, well polished game along with a marketing campaign to generate significant traffic.

  • bscarl88

    [quote:3w4gcdg3]So the Pode iframe plugin might be the best way to go then?

    It is a way. The better way right now is still cocoonjs with their official ad support. But I guess there will be an "official" way to implement ads with crosswalk soon.

  • Anyone else figure out how to use our own graphics for the button? Or is this not supported yet?

    -Mike

    Apparently not yet.

    You can however still use the oldschool method described in this tutorial:

    https://www.scirra.com/tutorials/927/twitter-share-tweet-button-browser-object

    (and of course use your own sprite to click on to call it)

  • Sargas

    Thanks for the capx, it's working. I understood the whole thing wrong at first, that's why it didn't work. I tried to create my own button (with my own graphics), like with the old mechanism.

    It seems that I will continue to use that instead of the new one, I find the default twitter design quite useless.

  • I had a peek at the new twitter plugin, but I can't seem to figure out how to make it work (docs are not up yet).

    A simple set share or set text on a button does not seem to cut it. Also: why are there so many seemingly unrelated conditions and actions on the object?

  • Yep, it's busted.

  • The tutorial posted on here using Pode's iframe plugin has a live game example on Google Play, yes it serves ads within the frame, but if you tap/click on the ad itself a new window does not appear with the advertisement.

    Don't know, but for me the ad opens within that iframe (depending on the ad I guess). While that is no true "ad experience" (if there even is such a thing ), the click gets registered. So unless the ad network shuns that practise, all is well, for my taste.

  • Besides the Google Analytics method, there's also Flurry Analytics (with a nice C2 plugin available in the plugins section).

  • Depends on what you call "good".

    Banner ads via Pode's iframe and for example Leadbolt as provider work on Crosswalk APKs.. I was surprised to find that working (several people claim that it does not), but I'm looking at a running app serving ads this very moment.

  • Check this thread:

  • Physics is very CPU-intensive. You can get good physics performance out of Android, but you need a cutting edge device (Galaxy S3 and up) and keep object numbers very low (low as in: maximum 20 or so).

    It's just how it is.. On high-end devices like the Nexus5 for example, the limiting factors decrease significantly. So over time the performance hit of wrapped HTML5 will diminish. Today, with devices like the Galaxy SII etc still around, you have to be extra careful, if you make apps based on wrapped HTML5.

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  • When it comes to "full", non-casual games, my favourite is:

    http://www.ourdarkerpurpose.com/wp/

    closely followed by:

    http://www.superubieland.com/