Halfgeek's Forum Posts

  • I played the demo, it definitely takes me back to the old days playing classics. Well-done to your team!

    All the best of luck.

  • ludei Have you guys done some internal tests on WebView+ apps idling on iPhone 6? I have some reports that it does not suspend properly & drains the battery a lot. Perhaps due to waking up the wi-fi calling, because of how you implement loading of app data via local IP into WKWebView, it thinks there's an active net connection required so it keeps waking up the wi-fi. This seem to occur on the iPhone 6 and not iPads.

    Again, some users with Firewalls will block the app from loading due to the opening of the IP/port. :/

  • Runs great on my tab 3

    Glad to hear it! It use to crash on a lot of Samsung stuff when I was using CJS for Android, I've switched to XDK for Android builds.

    For iOS8+, CJS's WebView+ is unbeatable.

  • DARTH Crusher Thanks! I'm inspired by other excellent show-case games being made with C2, so definitely with SN2 I am aiming high.

    Beaverlicious

    You were right! Thanks!

    The ship design is horrible looking back, but somehow, it ended up with its own unique style that got compliments from a lot of players (a pleasant surprise!), it looks retro, but isn't, looks modern but isn't.

    I took it off the Scirra Store because I want Desura to be the central point, since if I need to distribute Steam keys to owners as promised, it can only be done via Desura. Itch.io is also another good site, but Desura seems to be the main non-steam distribution indie platform. Too many places is hard to keep up due to constant updates.

    I'm thinking of doing a short version (comments & DOC file explaining optimizations) with source as a learning tool on Scirra Store, but not sure if there's much demand for it.

  • Just a few updates,

    A face-lift or as they say "lipstick on a pig"... <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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    Also released the full PC/MAC HD version on iOS using the new iOS8+ WKWebView (unbelievably fast):

    https://itunes.apple.com/WebObjects/MZS ... 77727&mt=8

    And today, something very unexpected happened!

    Lots of paper work for Steam... I thought Apple was bad. O_o

    Work on Star Nomad 2 is going full steam ahead and this time around, its designed for PC/MAC first and foremost, so there's no limits on creativity, presentation or gameplay.

  • Could you please send us a test case so we can have a look at the issue? We didn't change anything from the 2.1 to the 2.1.1 regarding webstorage. If possible, please, use our community.

    Already did.

    http://support.ludei.com/hc/communities ... at-startup

    I think it's related to you opening a internal web server and loading the files through local IP... but in 2.1.1 it may have a dynamic port/IP which 2.1 does not. v2.1 works just fine.

    C2's implementation of WebStorage depends upon the port & IP on startup, if these change from prior launches, the WebStorage resets or makes a new/default entry.

    Anyone who has tested the preview on Chrome or over Wi-Fi has encountered this problem before if they have a dynamic IP or port.

    If you want a test case, just make a quick save using global variables and WebStorage to save & recall a top score. Exit the game and restart your iPad, then launch the game again to see if it recalls that save variable. You'll see it working fine in v2.1 (cloud compiled and xcode provisioned not launcher based) but not in v2.1.1!

  • For some silly reason I can't seem to get WebStorage to retain saved data such as Local Values with CJS 2.1.1 but it works just fine in version 2.1 .. something happened in the latest CJS update to break WebStorage compatibility (or I'm just doing it wrong, but it worked fine all this time heh).

  • Just use a work address, if you don't have one, use one from a friend or colleague etc.

    Google don't check or enforce it to ensure its your actual business/private residence, it seems a half hearted approach to please the al-Mighty Know It All... EU.

    Definitely NOT a clever idea to put your house address for the whole world to see, especially if you have a family and kids. The internet is full of trolls, at least online trolling does you no physical harm, you don't want a real troll turning up at your place in middle of the night just because he hates your game.

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  • Crosswalk 9 has the patches for the cordova vulnerability. It also has the fix for having too many images problem, which you were seeing on crosswalk 8,

    I've updated to the most recent XDK, build with Beta Crosswalk and it's still stuck on loading bar, so I'm assuming the latest beta is Crosswalk 8.

    So Crosswalk 9 in XDK is scheduled for the next release, do you have an ETA?

  • Found some bug on android IAP, so wait for fixing it.

    Alright so the stuck on loading is due to the new version IAP plugin and not WebviewPlus?

    I'll wait for the updated version.

  • I used the WebviewPlus plugin for XDK Crosswalk and game hangs on start up at loading bar.

    Going to try it without it.

  • If you only create xdk project with "Import an Existing HTML5 Project", then you don't need to manually add native plugins any more. (c2 will do all the native plugin install works for you automatically)

    No need to add third party plugin with URL? Yes

    See details about creating and build xdk project.

    https://dl.dropboxusercontent.com/u/186 ... index.html

    Yup, I always did it via import existing HTML5 project. I'll try again with your updated IAP plugin without any third party URLs.

    Also, great job on all the plugins. I'm testing the WebviewPlus performance plugin as well, hopefully there's some performance improvements.

    iOS8's WK is crazy fast. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi Cranberrygame,

    I tested your original IAP plugin a few months ago, a lot has changed since then.

    Back then, I built with XDK Android Crosswalk and I had to add a third party plugin with your github URL.

    I notice you say now the integration is automatic, does that mean I just install the plugin for C2 and do nothing special in XDK? No need to add third party plugin with URL?

  • yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

    Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

    You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

    It looks like a proper space ship trail like in most 3d games:

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  • Looking great so far lwgames

    I like your implementation of squad control and assigning targets. Was it complex to code with C2's event system?

    Also your fighter movement is just great, ie. they are always on the move, orbiting etc. Really nicely done.

    Keep up the great work and let's hope we'll both (I'm doing SN2 now, designed for PC first!) be able to craft something very respectable for this genre!