Halfgeek's Forum Posts

  • For desktops, the major issue with C2 is that gameplay is very erratic when its below 60 fps as that is what the engine is designed to operate at. As long as you know the limits and optimize your game properly, it won't be a problem.

    We wouldn't need it to be cross-platform (which only works if you host your own server to keep track of account data), but it would be great to use iOS or Google Cloud to save webstorage.

  • > 10.5 works fine, so the question is, why update?

    >

    I recall seeing some people complaining about some bugs with the 10.5 build (I think it was related to form controls but I am not sure), for them, updating was sort of necessary, also, 64 bit support (but losing XP support I think).

    But I agree with you completely that if it does not bring anything worth it, staying at the same version is fine for now.

    You don't actually need 64 bit unless your game needs more than 4GB ram access. Performance is pretty good on 10.5.

  • 10.5 works fine, so the question is, why update?

  • I normally follow that approach also, to keep it simple, but in this case, I need something very dynamic.

    Yes, its a gradient fade, can be left to right or right to left etc, but with variables that we can change dynamically via events/actions. Would be great if it had similar options as the default C2 Fade, such as start, wait, fade time and "destroy on fadeout" options.

    Yes it's aimed at PC/MAC. It definitely allows a lot more creative freedom than making a mobile game, particular for Android.

  • Great stuff here, I love the twist effect, going to put it to good use to make some awesome weapons effects and trails for Star Nomad 2.

    I've got a small request, is it possible to make an effect that modifies opacity of a sprite based on its length? Like a fading Laser that's bright at the source of origin and it fades as its further away from the source. I can do it via photoshop but I'd like it to be dynamic in-game that one can change the variable to make various intensities.

  • CocoonJS Webview+ (iOS8+ WKWebView)

  • Yeah, the ratings are kind of crazy. I guess a negative review will pop eventually, but for now, that 100% is fantastic : )

    That said, just in case it could be useful to other devs, the "early access" tag REALLY hurts the sales. Even with the full solo mode already here.

    They're pretty low for now. I hope the full release will score a bit better without this early access tag. It would be nice to be able to make another Steam game after Penelope!

    Very few gamers now give Early Access a try, too many devs have crap on people's good will, so gamers have learnt to avoid EA.

    When you release, it'll do very well, I am sure of it!

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  • Very few games get such high positive ratings (100%!!), so you're onto a winner when its released!

    Beautiful creativity and talent to back it up.

  • ... but will it ever beat c++?

    You mean Objective C?

    Don't know, but its a heck of a lot faster than the JS engine in Chrome for PC.

    To put things into perspective, my game (constant 60 fps) uses ~20% of my Intel i5-3770K for battle scenes on Chrome or Node Webkit. The same build running on an iPad Mini 2 WKWebView uses ~15% of the Apple dual-core SOC. We know in raw processing terms, the iPad Mini 2 SOC is waaaayyyy behind a beefy i5-3770k.

    For comparisons sake, non-WKWebView or with CJS Canvas+ (pretty much the current Android situation), the same battle scenes load the Apple SOC 100% and fps dips to ~40.

  • That isn't true anymore for iOS8 WKWebView. It's still true for Android though.

    Apple's JS engine is ridiculously fast.

  • > I think secretly Google doesn't care about Piracy in the same way as Apple doesn't care about jailbreak because they know apps help sell mobiles, or devices on which their os operates. Hardware wise iPhone and Android phones are pretty even now so platform content is important.

    >

    That's a good point. "Buy this device, it plays apps.. for 'FREE'!" is obviously a better selling point than "Buy this device, and then buy more stuff to use with it!"

    I hear that comment a lot from Android users, they went with Android so they can watch tv shows or movies downloaded from the net, rather than pay via iTunes. Same for games.

    Its a selling point of Android but it will be a sell out as piracy becomes rampant, IAP hacks become the norm and nearly everyone install AdBlockers. Devs will see how little they earn and unless porting is dirt cheap for them, they won't release games for Android, it'll be iOS exclusive.

  • Mind share the difference you got between IOS and Android revenue ?

    So far its 75/25 but that includes a few games which I never launched on iOS, so realistically its around 90/10.

    iOS is where the money is for mobile devs. Android is a joke.

  • I think secretly Google doesn't care about Piracy in the same way as Apple doesn't care about jailbreak because they know apps help sell mobiles, or devices on which their os operates. Hardware wise iPhone and Android phones are pretty even now so platform content is important.

    That would make sense if Apple or Google didn't take a 30% cut in all transactions on their platforms.

    In fact, app sales, IAPs & app advertisement are the major source of revenue for both companies. When the mobile app market is ~60B per year, 30% is a large chunk.

    Piracy hurts google directly. It hurts Apple less because devs make more money on iOS, in turns, Apple makes more money.

  • Apparently certain streaming softwares kill the FPS on the game, and without a low dt cap the game goes out of control, whereas simply slowing down the gameplay would be far better. (the setting timescale relative to fps is a very messy solution, specifically in that case)

    If you use a lot of shader effects, streaming destroys performance. It's strange.