Halfgeek's Forum Posts

  • Its almost entirely a one person effort, Construct 2 and Mangastudio along with pen/paper.

    Any thoughts? Interface TOO minimalistic? All input is welcome. Thanks!

  • 3D looks easier and faster to work with but anyone who has actual experience will tell you its not the case, modelling and animating 3d is not easy or quick, neither are good textures, bump maps etc.

    Construct 2 needs to develop further and BE THE BEST 2D gaming engine, period. Do not divert a small dev team to branch out when Construct 2 still has so much room to improve upon.

  • My game is quite complex with lots of massive sprites, physics and 720p background with transparency (pretty much everything against good "mobile practice") and it runs flawless on devices with tegra 3 onwards, which I consider fine, because tegra 3 is pretty weak on the CPU side. Compiled through CocoonJS. It works much better than I had expected, which is me being very grateful for Scirra and Ludei.

    [TUBE]http://www.youtube.com/watch?v=LYAgKijfwiU[/TUBE]

    I've tested it on a Samsung S3 class device or newer phones run it at 60 fps.

    Personally I think its fantastic that HTML5 gaming is so viable now on mobile devices. As we progress towards newer devices, it won't be an issue anymore with low performance.

    Also, I had the opportunity to test the html5 directly through a Nexus 7, and it ran at 60 fps before compiling. So the future looks very bright for html5 gaming. Mobile advances really quick, hardware seem to be twice as fast every year.

    Edit: Ofc I had to sacrifice a lot of visuals to get it to run smooth on older devices, in my own experience, WebGL effects in construct 2 destroys performance utterly. So do not use it everywhere. An example, I had a scenario where my fireflies used the effect GlowHorizontal, and with only 10 of them on screen FPS was cut in half on a tegra 3, becoming unplayable. So i compromised and used additive blending with some transparency sprites and it maintains a "glow" look without any performance hit.

    Edit2: One of the reasons I have not been impressed with Intel's new Crosswalk XDK is the inclusion of ~20MB of overhead into the APK. Mobile devices can chew through high resolution texture sprites easily these days, but with the 50MB limit on app size, it's a SIN to have 40% of the app being XDK overhead.

  • Two new shots of an app i am currently working on although the background aren't fully finished yet.

    That is soooo cute, I love your artstyle!

  • youtube.com/watch

    A fast paced, witty and story driven Ninja epic action-adventure!

    [TUBE]http://www.youtube.com/watch?v=LYAgKijfwiU&HD=1[/TUBE]

  • Guide a young Ninja and her pet Monkey on an epic action adventure to hunt for the hidden ancient scrolls.

    <img src="http://i.imgur.com/tob2SgF.jpg" border="0" />

    Traverse a beautiful hand-drawn mystical land filled with lore, danger and humor.

    Encounter a wide variety of foes, pirates, exploding pigs, pigeons on fire, enemy ninjas.

    Take the fight to unique bosses, use your wit and reflexes to take them down.

    Wield devastating Ninjutsu powers that manipulate the Celestial Heavens and take command of the very essence of Life and Death, all at your fingertips!

    Earn loot in combat and spend it to upgrade your abilities using a clean user interface.

    Ninja Legacy: The Forbidden Scrolls, a story driven epic action adventure.. coming soon on Android, iOS, Chrome, Windows 8 and PC.

    GAMEPLAY PROMO VIDEO:

    youtube.com/watch

    [TUBE]http://www.youtube.com/watch?v=LYAgKijfwiU[/TUBE]

    Screenshots:

    Heavy emphasis on a coherent story that flows, connecting locations and unique bosses.

    <img src="http://i.imgur.com/LWQ7JBW.jpg" border="0" />

    All original hand-drawn high-def art, every location is unique.

    <img src="http://i.imgur.com/LS1EQa3.jpg" border="0" />

    Clean user interface, easy usage on smaller screens.

    <img src="http://i.imgur.com/TaoZJqn.jpg" border="0" />

    Fight a variety of enemies, ranging from exploding pigs, eagle bombers, pirates and other ninjas.

    <img src="http://i.imgur.com/Ws85qkT.jpg" border="0" />

    Each boss fight has a unique gameplay mechanic and strategy, with the main story line driven by these bosses.

    <img src="http://i.imgur.com/erJbuZs.jpg" border="0" />

    Each enemy is finely drawn and animated by hand, with high resolution frames to scale and maintain crispness on bigger screens.

    <img src="http://i.imgur.com/j1BwIov.jpg" border="0" />

    A unique physics-based playstyle that focuses on deflecting incoming arrows, bullets, and even bombs, so that the enemy bombs become your tool of destruction!

    <img src="http://i.imgur.com/bPJUU8c.jpg" border="0" />

    A well balanced skill-tree to upgrade the main character, her pet, her Ninjutsu abilities as well as her cooking & alchemy skills!

    <img src="http://i.imgur.com/J9uNrss.jpg" border="0" />

    Thank you Scirra, for enabling me to strive for my dreams.

    Android version: play.google.com/store/search

  • C2 stable is updated, they included screencanvas with WebG, it would change the performance on some devices, anyone tried it?Just tried it, no difference in performance.

    My Layouts have 6 layers though, I am unsure from reading Ludei's info, Screencanvas only accelerates one layer or something??

  • To be specific, this is the line you want in Runtime.jscript

    CocoonJS.App.setAutoLockEnabled = function (enabled)

    Just change it to disabled and it works very well.

    I just noticed the new Cocoon builder, ingame, if users press Home on their device, it now suspend the game and goes to device screen and can resume instantly when they switch back. The old build, pressing Home would close the game, switching back restart it from ludei loading logo. So its a great improvement.

    Testing the new WebGL screencanvas option with the latest C2 build and CocoonJS. Will update progress.

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  • Crosswalk is non viable until it reduces overhead, adding 20MB to your project into the APK is a sin when we are working with 50MB limits.

    Anyway to add something like?:

    public static final int PARTIAL_WAKE_LOCK

    Allowing screen to black out but CPU keeps game active, upon resume it should resume as normal.

    Edit: I found a var in the runtime on C2 cocoon export, autolock, its set to enable, allowing the device to go into sleep mode on a period of inactivity. I have changed this to disabled, and compiling it again to test. Fingers crossed.

    Edit2: It works. Ingame, the device will not go to sleep mode.

  • Is this a common problem for Construct 2 apps compiled by CocoonJS for android?

    I've tested this on several devices, if the game is running, the the device is left on for awhile to naturally go to sleepmode, upon wakeup, the game crashes, and have to be restarted several times for it to work.

    I've tried digging for info on this, just want to know if this is a known issue or its something unique to my game, which is pretty big, around 40MB all up.

  • Warning: I didn't work on the creation of Crosswalk, but this is my understanding of the technology.

    Crosswalk adds 20-25MB when compiled on the local machine or in the cloud since to my understanding it is packaging up chromium, enabling WebRTC, WebGL and others goodies though code. We realize this is sub-optimal but this is the initial release and we're working on streamlining now.

    Any news if this is still the same?

    .... that is way too much overhead when iOS and Android Store has a 50MB limit on apps. That means our apps definitely need to be 25MB or less, which limits what you can realistic make. Big studios have fileservers and teams to streamline out-of-store downloading of assets so some games are hundreds of MB or even a GB..

  • Tested my game on the previewer app, Asus TF700, 10-15 fps. Pretty much the same as running on Chrome browser using Construct 2 preview over wi-fi.

    Seems webGL effects in Construct 2 really slow things down a lot, there is a massive performance difference for using them.

  • What's the max size for the new XDK, last I tried it was 25mb.. pretty damn small for apps targetting newer devices with 720p or even 1080p content.