Epox's Forum Posts

  • Arsonide it seems to be really complex and feature reach! :)

    I also met the importance of a great GUI system. Now I have ad-hoc buttons, menus, badges, but it is not a good way in longterm...

    It would be great to see some of your games, that uses this plugin already, so we can have an idea in minutes, how can use it in own games/apps!

  • I used to use R95 till yestoday with all the 2 types of Chrome export (1 game in CWS hosting amd 1 with own host), and it worked. I have some appcache problems with the CWS hosted mode but solved it with own server...

    Unfortunately I did not published yet with the new R99, so can not confirm this export problem. As I push an update, and have this problem, will get back here.

  • I like the idea, and the "snow cloud" what is maybe a particle system.

    You may consider to use the standard Up/Down/Left/Right controls, and use a men�-like playing mode selection with arrows+Enter to start.

    The txt is small in the arcade, very hard to read.

    You may tune it with some jumping.

    Local and in the future centralised score system is a must have for this game (try clay.io, it rocks)!

    I see that you use the free version of C2, so you are limited this time, but its a promising game, buy the license and polish up the game! :)

  • You cen select in the Chrome exporter if you wanna get a CWS hosted or own hosted version. The first will make you all things you need to upload (except the logo images)!

  • Nickfost I'll try to be constructive, altrought my subjective feeling is that you may need to gain some more experiance to start this kind of business.

    You site's bg image is 2,1Mb. It's extremely slow to download even in a 10Mbps wired connection, but in mobile.

    I see that you have an idea, I also have several ideas in a month, and 95% of them is ending when a competition analysis is completed.

    Your model is a working one, but you may have to have some unique selling points to stand out, and be successful. We have an exporter for Kongregate.com for example, what uses a revenue sharing modell with 25-50% of ads income. KG already have a big weight, good amount of users, and several special functions to use - like scoring, leaderboards, etc... And another example is Clay.io, what can provide in-game-purchase, and takes only 30% of the income.

    I see that even with lots of competition there is a way to be successful and noone will protest if you make a site what have several thousands of players a day.

    If I will look at your final site, my very first question will be: "Where can I access the ads statistic?" You need to make it available instantly for developers, even if this is not so easy... (There are ready to go Worpress membership/revenue sharing solutions).

    Wish you a good luck!

  • I used to plan to simply avoid the bg music problem in PG build by storing the starting time and bgmusic lenght, and stop-start when it ends.

    But it's not a good way... in long term we could just hope that CocoonJS will make our games perfectly deploy existing C2 projects to android and iOS.

    There is an alternative, AppMobi's direct canvas, but I found one main problem about it in several minutes: it have a bad version handlign, what makes updates deadly hard...

  • Ashley the hosting on own server did the job. The appcache now working great...

    So I can confirm that the Chrome Webstore publish have 2 options related to app caching:

    1. Upload and host on CWS - the Chrome browser will not use the offline.appcache file, instead use their own standard website caching, what makes impossible to update contents like graphic or audio - if the filename is the same.

    2. Host on own server - requies a MIME config, but perfectly provides the full appcache functionality, so makes the content update as easy as we can find in the tutorials.

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  • I found this roadmap and details about the V2:

    code.google.com/chrome/extensions/manifestVersion.html

  • Some test results in CocoonJS launcher demos.

    Sony Ericcson Live!

    (320x480, 1GHz MSM8255, Aderno 205, 512RAM, 2.3.4)

    Multitouch: 4 fingers

    Sprite test (Asteroid) 60FPS: 430 objects

    Alcatel OT-995

    (4808x800, 1GHz MSM8255, Aderno 205, 512RAM, 2.3.6)

    Multitouch: 2 fingers

    Sprite test (Asteroid) 60FPS: 650 objects

    The multitouch is not a surprise, but the objects in the sprite test. The Live is equal to OT995, but have a smaller screen and a slower CPU.

    Before the test I trought, that the smaller screen could make a lot less graphic processing, cause the Live have 60% less pixels. It was a big surpris that the speed of CocoonJS is not really depend on the screen size, but mostly on the CPU speed.

    Do you have similar experiance?

  • For now you can see the difference in the "Play Views" stat and "Views" stat - "Play Views" are only logged when it's played from Clay.io, and "Veiws" are logged each time the API is loaded.

    Great, this is enough this time... I see that the analytics rewrite is a huge work, it may change everything if you implement platform as a filter for every metric.

    Have a nice vacation!

  • austin One thing I ran into is that I have my game in Chrome WS aqnd in Clay.io, but unfortunately I have no idea, how much Views/Plays are coming from CWS and how much from Clay.io.

    I really would like to keep the game use only one "game profile" not one profile for all platforms in Clay.io, and keep the Leaderboards centralised.

    I do publish to Clay.io, ChromeWS, and to my self website now, but plan to push out to other gaming websites and Android, probably iOS in the future...

    It could be very useful to have something that may let me know what platforms works best, have separate views/plays stats for them.

    My only idea is to have a global variable stores the "Target platform" what I can change when exporting to a specific platform. It could be very helpful to have a Clay.io setting to set on game start, what stores and sends the platform info with every log.

    This "Platform variable" is an unavoidable, cause for example if place a "Rate this app" button in my app, in CWS publish it needs to send the user to CWS Ratings/Comments page, but if Clay.io publish, it needs to use the Rating function of CIO.

    Do you plan to handle platform diversity in this way, or do you have any other solution for that?

    About jwilburn 's question:

    I use the Playtomic stat service in paralall with Clay.io for the time being. This guys have a great builded system with lots of features, but now are in a business dead end with minimal income and really huge server load.

    I think that the only thing jwilburn want be sure is if you will have the same server load (I read about 500 000 concurrent connections) You will have the server to handle it.

    There are lot of possibilities from % of payment trought monthly fee and usage-based fee to Kickstarter... And there are several users who care about you, and want you to be success! :)

  • Thank You Ashley! I'll try the self hosted way, and see what happens...

  • Clay.io arrived just in time, as Playtomic going to be dead with tons of 503 errors in my apps, I get an official plugin with most of the same an some more features and great reliebility and a fantastic support.

    austin please work on the payments, cause this is the feature could reward your hard work! :)

    I just found the Sandbox in Clay.io docs. It's a great place before you make a plan for Clay.io features integration into your game.

  • If all industrial developement and distribution goes well the success may depend on game developers.

    The game makers need to find the balance in several factors:

    1. How much percent of a game will be free? 10% or 30%?

    2. How much to charge for the full game? 1/5/10 USD?

    3. Force ingame items/subscription?

    My opinion:

    1. I'm sure that the more the gamer gets for free the more sales will be done. Think about it: you get 30% of the game... you love it... you wanna play trought... you can pay for it by a click.

    2. Based on my own practice the typical price of a non-legal game for XBox is about 5-6USD. I need to go to the store, give my list, wait for 24 hours for the copy, etc. I think if the same game - with 30% of free gameplay - is available for 5-10USD, I'll buy it!

    I'm sure that even the Xbox game's original developers do not got more than 5USD for their game if I buy it for 50USD in the store.

    3. I really hate paid items and subscritions in games. Altrought I can imagine some type of games with a fixed munthly fee to cover central server fees.

  • Ashley I can not sit back, and wait, so trought to make all things I can to provide more informcation about this problem.

    I found a way to list the offline.appcache files in Chrome: chrome://appcache-internals/

    And hey! I have no offline.appcache for my app, and my another game app in Chrome Webstore too!

    This is the links:

    App: chrome.google.com/webstore/detail/hpoodhffejkmofghgbkjkghagiicdgmo

    Game: chrome.google.com/webstore/detail/eppldkeacbgnkjkabpnikmlnokknlcbc

    According to this experiance I've tested more apps from Chrome Webstore:

    Animals Puzzles - chrome.google.com/webstore/detail/capejcicmbnfpkfbbnkinnogolckbido

    Angry birds - chrome.google.com/webstore/detail/aknpkdffaafgjchaibgeefbgmgeghloj

    The most interesting is that Animals puzzles do not have a working appcache too, but Angry Birds have a working one!

    My app's HTML5 exported version tested in my own server also uses the appcache, and I have in the Chrome's list.

    Now I'm sure that the Chrome Webstore makes something special with the offline.appcache files! And as Angry Birds solved it someway, Scirra may test they solution!

    Ashley Please solve this seriuos and blocking bug about CWS export/appcache, cause I found 3 non-working and 1 working example for this!