GG-Works's Forum Posts

    I've been out of the loop for a while, you just ask Nintendo for a plug in and just wait? Or do you send them like a demo reel or something? And you still have to purchase a dev kit correct?

  • Hello, I was wondering if anyone could help me here. I've followed this tutorial on adding Admob, and Mopub to Cocoonjs:

    https://www.scirra.com/tutorials/781/how-to-setup-admob-ads-on-construct-2-mopub-cocoonjs

    I've made sure I've enabled banners at the start and end of certain layouts. I've followed the tutorial to the letter until Windows 8 restarted on me and I lost the tab with my mopub ID number. I'm skulking around Mopub's website and it doesn't look like it's something you can recover.

    Well, I did the tutorial right up until testing the debug-signed apk and I've yet to see one ad. It's been seven hours, I wasn't sure how long it normally takes. I doubled back in Cocoonjs, Mopub, and Admob to make sure I followed the right settings and still nothing. I have noticed my game lags a bit more as if it was trying to display something but nothing shows up. Not exactly sure where to start.

    I hope maybe you guys could help, thanks!

  • Sorry if this is a bit late for a reply, but I found that numerous things can cause game slowdown:

    -Too many animated objects

    -Too many sounds playing at once

    -Large sprites reduced in scale

    -Layouts too big

    -Faded interface buttons

    I used to be rather frustrated with Cocoonjs myself, not sure if they snuck in an update but my soon to be released mobile game has a far better frame rate when I eliminated these things above. And my phone is pretty ancient (2.3.5 version Android).

  • Hello fellow devs, long time no see.

    So, I have my first mobile app done and working on getting it onto Google Play. First block is that I need a privacy policy stored on a website. Has any of you that commercially released a game made one from scratch or do I need to find a generator online for it. I've found a couple online but some wanted me to pay for extra information.

    Would I also be able to store it in Google cloud, since Google Play insists I have a valid URL for one?

    Thanks!

  • I'm finishing up some last minute details on my next game for Android and have some unlockables. Thing is, they work as you unlock but when you turn off the game and then re-open, it act as you never unlocked them.

    My last game I used save states to save and load progress, though I feel the process is a tad jumpy. Is this where Webstorage would work?

  • I just went to download the new XDK and unfortunately it supports Windows 7 on up, and I'm using Vista. Which is a shame so I'm stuck with Cocoonjs or Phonegap in the meantime.

    Kind of a bummer.

  • First and foremost, I apologize if this has been answered, as of now I couldn't find the proper answer to my problem.

    Is there an alternative to testing a C2 game on an android device? I've found threads that Cocoonjs is having serious issues right now.

    Or perhaps I'm not doing this right:

    -I have my C2 exported to Cocoonjs

    On Ludei's website I select compile project for Google Play only, and submit the exported C2 file there.

    -The zip file contains two different files, signed and unsigned, sent to my email.

    -I copy/paste the zip file URL for the Cocoonjs app on my phone then tap "Launch Current" but every time I get a black screen with the FPS button at the upper left corner. When clicked it tells me I'm missing the JS file (yet it's still there)

    I've tried a different way, by taking the signed app and emailing it to me where I can download it on my phone because I can't get my PC to recognize my phone. There I can get the game to run like if it were a real app, but the FPS is very bad. Only things I can think of is that the level itself is too long with too many animated objects up at once, or my HTC Evo is a pretty weak phone for this sort of thing.

    I've used the tutorial on how to test on Android and I thought I was following it to the letter, now I'm not so sure. Any help is greatly appreciated!

  • Baxter's Pocket Venture Demo

    Hello! I've released a demo for my upcoming mobile game.

    A few things to note is that the final screen size will be different and wider to accommodate time for reactions.

    Still wanted to add some more details for the levels graphic wise, there may be some gaps or odd little holes. There are only two levels that interloop, as this is meant to be an endless runner collect-a-thon.

    Other things missing are the power-ups and a gimmick I'm still testing out.

    Hope you enjoy!

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  • Evening! While working on my newest project it just donned on me that there might be a size I should be working in for smartphone/tablet games.

    Currently my game is 1800 x 1000 which I was trying to make the screen look like something off a smartphone or tablet.

    Anyone have some suggestions before I work any further? Something tells me I'm going to need to shrink this game. I was under the impression that margins work as for the game's determined screen size and any device can scale up or down.

    EDIT: Hmmm... I think I found something with this link:

    scirra.com/forum/multiple-screen-size-image-size-optimisation_topic52276.html

    I think 800x600 seems the average minimum.

    Does this also mean we won't be restricted to the max width of 800 for margins?

  • I got around to investigating Desura for my project.

    They are PayPal ONLY. And you do not make a cent until you get over $500.

    So basically if you make $499.00 you will receive nothing for your work.

    Furthermore They only pay off in $500 increments. If your game makes $999.00, you will only get 70% of $500.

    I thought the 30-70% split was fair, but that is simply not the case if there is a clause where they do not have to pay you.

    I was wondering how Desura could possibly be competitive with steam, And now I see why. Rather than making money off the consumers, they cheat and con game developers.

    Here is what the guy says in an email:

    "We offer you 70% of the revenues from your game. We keep 30%. We hold the payments until you reach $500 to keep the administration costs down. Paypal is the most easy way to take care of the money, correct."

    Administration costs down? More like so we can rip you off to pay our administrators.

    PayPal the easiest way to to take care of money? NO it is not. They take a HUGE cut of your profits too! Dwolla and Bitcoin are much better for the developers.

    Not to mention that all a person has to do is file a false paypal claim to get a refund, and possibly get your account locked.

    My conclusion:

    Desura is a Scam, and should be avoided.

    At first it sounded like a good idea, but now I feel pretty stupid. Honestly I thought they were the only place to sell my game but now I'm pretty stuck.

    Didn't want to deal with Steam after reading that it's more or less a popularity contest, and I can't afford a dev kit for the game consoles at the moment.

    My question is, where is a good place to start out? I also didn't realize Paypal was bad at taking money too... this is rather depressing.

  • Hello!

    My first game was a bit too ambitious for mobile, so this time I'm going to start out simple.

    This game is my take on the endless runner style. Like with platformer games, there will be branching paths in levels. Adding to that will be secret warps that will take you to challenge rooms and bonus zones.

    Story is simple, Baxter is at the beach with a sack and metal detector in tow. He finds some shiny coins in the sand and is completely in awe of his new shiny treasures... as he looks around he sees more scattered on the island, time to collect them all! Reginald Rumpshire, famed animal collector takes the opportunity to capture this rare lizard while he's distracted by coin collecting.

    The main goal is to help Baxter collect as many tokens before you die.

    <img src="http://4.bp.blogspot.com/-MfgKm_nRDc0/UkZNH6uWZsI/AAAAAAAAApw/uJ7W6SJYEys/s400/beach1.png" border="0" />

    <img src="http://1.bp.blogspot.com/-mfo3YkurH8U/UkZNH6r0J-I/AAAAAAAAAps/rmde0QMr1-U/s400/beach2.png" border="0" />

    <img src="http://3.bp.blogspot.com/-aFrF35Tjxic/UkZNFELsemI/AAAAAAAAApg/aiJux0vmgpU/s400/beach3.png" border="0" />

    <img src="http://4.bp.blogspot.com/-qAVHCkzH0_U/UkZNH4iRM_I/AAAAAAAAApo/UkKg9XaQeAc/s400/beach4.png" border="0" />

    One button will control your jumps and gliding, you can jump up to four times in mid air to gain extra altitude. Still torn on if I want to make the jumps and glide two separate buttons, trying to keep it as simple as possible.

    Maybe make 80% of the screen act as the "button" and you can tap to jump and swipe to glide? I'll have to work on that. Also, I want to make a demo fore the Scirra arcade since I missed my chance with the first Baxter title.   Right now the demo is 9.3 MB but I might be able to squeeze in another level and make them interloop.

  • Ah, that's pretty neat! I did something similar before I got a drawing tablet, but I'm starting to rethink that idea. I've always found the draw/ink/scan gave you more flexibility in art.

    My issue with that strategy is that sometimes the black outlines always end up with those annoying extra pixels when you fill color you can just make out the tiny white pixels. I'll have to play with it some more so I can get a better formula down.

  • Looking pretty smooth, just curious do you do your final art and illustration in Photoshop? Or this using Vector art?

  • Hello!

    I have a question regarding which is the best way to export my game to be sold on Desura in the next few days.

    Originally, I assumed Node Webkit was the best idea, though maybe anyone else had any suggestions I'd be open to them.

    Thanks!