Halfgeek's Forum Posts

  • Size: Your game should not be larger than 3 MB including all assets...

  • > I did notice in CocoonJS, text and its constant update slows it down, causing a stutter effect but in Crosswalk there's no difference.

    >

    > I get the same performance for my game in CocoonJS as Crosswalk, and because I use text object throughout the game, it's more smoother on Crosswalk.

    >

    What is your fps because if they are both 60 it isn't really telling us anything because that is the threshold.

    Do you have any text prompts? If so, did they work in cocoon js? Mine doesn't.

    I test it on weaker devices where they cannot maintain 60 fps, about 40-45fps and its very close for both compilers.

    I use text object not text box.

  • I did notice in CocoonJS, text and its constant update slows it down, causing a stutter effect but in Crosswalk there's no difference.

    I get the same performance for my game in CocoonJS as Crosswalk, and because I use text object throughout the game, it's more smoother on Crosswalk.

  • Webstorage remains when you update Apps naturally via the store, not via the Settings -> Uninstall Apps (it deletes everything!).

  • Very fun game, but allow me to give feedback:

    1. When pressing lots of attacks at once, the fight sound fx overlap each other and start to sound very messy.

    2. The restart of level after dying takes too long, probably disable the stage name (~5 seconds) on reload of level (only show it once).

    3. A suggestion on the touch location for attacks, top, middle, low on each side. Perhaps add a very faint transparent button around each location you want players to touch? Very faint just noticeable so players will consistently able to perform moves immediately (from the first play!).

    #1 you can fix with a sub event: 1 = choose(1,2) = play audio, so it plays the sound every 2nd attack, it should help for fast spamming of attacks.

    #3 is purely personal taste.

    I give 4/5 and will give you a rating on GPlay ASAP.

  • But you have to be part of the 1% who have popular games for that to matter.

    Most certainly. People won't bother cloning something that doesn't make $.

    But its just for devs to know, all these attempts to copyright or trademark are pointless. Look at Candy Saga and all the recent clones.

  • Well-freaken-done my good man!

    Which version of Pode's iFrame plugin did you used, I see the most recent is 1.42?

  • That is a perfect symptom of memory management (or lack of).

    Devices with 1GB of ram typically only have 500MB or even less free, due to all the background Apps and Services.

    CocoonJS can easily load more than that if you have a lot of big BGs, and lots of animations in your sprites. Originally my game crashed on 1gb devices due to loading way too much assets, I had to remove a lot of animations, bgs, and resized them smaller. Then it ran fine, but it was using 450MB of ram!

    Same compiled with Crosswalk uses 250MB max. I had smoother performance with Crosswalk as well.

    As an example: A 1280 x 720p BG will enter a vram Texture of 2048 x 2048, and require something like 16MB (forgot the maths) of ram for that single BG alone. Now if you have multiple stages, like I did, I had about 25 of such backgrounds!! 16 x 25 = 400MB alone for the BG due to CocoonJS loading everything into vram. I had to reduce the BG to 10 only (160MB). Add in all the sprite animations...

    ps. For the record, that is a stupid way to go about making mobile games, never again will I do a single large BG picture.

    CocoonJS is great for smaller games, with its support for Ads and Google Store/Apple Store. But bigger more complex games with lots of art.. no go, don't even bother.

  • For those who aren't aware, there is a massive industry around cloning popular games.

    http://www.kotaku.com.au/2014/02/the-de ... ipped-off/

  • Guizmus Thank you, that is perfect exactly like in old space sims. Much gratitude!

    Also, never knew about Viewport, its so handy, Viewport right needed a -10 else the navs are offscreen :p

  • It's your code, because the events are sucking up 80% of the CPU cycles.

    That is highly abnormal.

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  • Look on the store, see the countless clones of popular games..

    You cannot protect it, all they need to do is rip your art, put in a different shade or stroke of colour and you can't do squat. It's that blatant. Gameplay wise, theres no chance in hell to protect that awesome game idea you come up with.

    If you REALLY want to protect it, its time to folk out a lot $$$ for the lawyer squad... and then only would they have a chance in some countries.

  • You can play my game here

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

    or

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

    Run super smooth on my samsung galaxy S2 and note 3 , galaxy tab one etc...

    Nicely done, Street Kungfu looks hilarious fun, I must try it when I find some free time. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    My Ninja Legacy game is pretty massive, 450MB ram required with CocoonJS! Down to 250MB with Crosswalk! YAY! Runs great on mobiles.

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

  • Any C2 guru care to shine a light on this problem?

  • You need a lot of variables for that, then just do On Enemy Death, sub-event: Random(0,100) less than or equal to Dropchance, Action: Drop Item X,Z,Y

    Some items don't drop, just do a modifier at start of layout for a stage you dont want it to drop, make Dropchance to 0 and it will never proc on death.