Halfgeek's Forum Posts

  • Beautiful work, if its amazingly lite on CPU resources thats a massive advantage for implementation in mobile games!

  • Unfortunately, physics behavior is very taxing on mobiles, even for very simplistic implementation.

    Maybe consider it a challenge, whether you can get a similar result visually & gameplay wise without using any physics behaviors at all?

  • Glad to see it steadily improving with time. Wish you all the best and keep it up!

  • Works fine for a long time now.

    If not, you can use custom plugins via XDK's build menu. Lookup Cranberrygame's IAP plugin. 100% working in my games.

  • Great job ludei

    Keep up the competition to make everyone involved in HTML5 for mobiles keep on pushing for greatness!

  • It does not really matter how many events you have. How you use them is what matters.

    Some people can have exactly same game mechanics, but one will have 100 events and the other one will have 20.

    suntank

    5980 events across 9 sheets, I would say thats a lot of events for 9 sheets only

    On my current very small mobile-ads-test game I have 202 events spread across 6 event sheets

    This is very true.

    My first game was a big Ninja RPG, it was ~3,000 events. I thought it was already optimal.

    Then I worked on a sandbox spacesim [Star Nomad], my focus was optimizations from the start having learnt a lot through mistakes with the RPG, but all up, its ~4,500 events. I trimmed it as much as possible but its a complex game with factional AI and dynamic trade/missions etc.. its never going to be lite on events. Interestingly, Star Nomad was TOO complex it crashed Crosswalk and Intel had to send my capx to the Crosswalk team for them to debug, which they did fix a glitch on their part that crashes in large games. Seeing a large game with so many images & events run so smooth even on older mobile devices (S3) was a joy.

    I recently rebuild the Ninja RPG game from scratch to optimize it further, and all up, it was ~1,200 events only, so I cut out a lot of sloppy usage of events and its trimmed greatly. The game runs much faster on a wider range of devices as a result and even looks nicer.

    I am a firm believer that C2 & HTML5 is great for mobiles, despite the common complaints or poor performance.

    Ultimately, C2 is easy to use but definitely hard to master.

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  • Thanks ludei !

    This is great news all-round, that C2 can now use a compatible approach with CJS so we get proper memory management for larger games.

  • Congrats Ed, game is very smooth on Android, no issues.

    I played it during your beta and it was fun, lots of potential for casuals killing time.

  • I'm actually using crosswalk, but I am having a lot of issues with S2 and S3 for sure! My crashes show 0 however, although I know from experience that it has crashed on those devices.

    I also had that issue initially, along with a few other brands of devices.

    I fixed that by changing the included plugins, remove everything, then only include "Standard Cordova Plugins": Device (must include this else crashes occur on some devices! I use version 0.2.5), Events and Splashscreen.

    It works fine on all those devices so far, I had a bunch of beta testers try it with various devices which used to crash with CJS or default XDK settings and they reported it works fine.

  • Hmm, I tested my game on a Samsung Galaxy Note 10.1 and I didn't see this stuff. Maybe that device isn't effected?

    Its more common in Samsung S2, S3/Mini phones and tablets using the same hardware. Never had a problem with S4 or S5 phones and newer tablets work ok.

    I've swiched over all my games to Crosswalk/XDK and it runs fine on all of the aforementioned devices.

  • CocoonJS?

    Are you noticing in your google dev console a lot of crashes from Samsung devices? Like S2, S3 and Tablets?

  • Nice art Very welcoming to play ^_^

    Thanks!

    In response to your PM, I just send emails to mobile gaming sites and hope they cover it.

    Ninja Girl was featured on Super Game Droid in their "Indie Game of the Week" article so that help it get some downloads, but its still not very much.

  • Is Crosswalk/XDK compatible with ART? It's going to be standard in Android 5 (L) with the upcoming launch of the Nexus 6/9, as well as updates for other phones to come.

  • Congratulations on your first game also on App store!

    I can confirm that it works great on iPhone 6. Not my kind of game, but it runs very smoothly and the visual effects look really nice. On another note, I would recommnd letting the user click anywhere on the screen to skip text. The first small button in the bottom right corner is very tiny

    Thanks, good news about it working fine for iPhone 6.

    I have made that change already for skipping the intro text based on Android feedback, but I submitted this build to Apple 2 weeks ago and its finally out today.

  • Finally on iOS, for both iPhones & iPads.

    https://itunes.apple.com/us/app/ninja-g ... 45828?mt=8

    Though I don't have access to iPhone 6 to test if it works, only tested on iPhone 4S/5 and iPad Mini w/ Retina. All these run it at 60 fps constant, it felt really smooth no issues even during intense fights with lots of enemies, projectiles, rain, droplets and particles.