Halfgeek's Forum Posts

  • New trailer:

    Subscribe to Construct videos now

    Updated recently to add lots of new content, including a proper space mining feature: blast asteroids with a laser and collect fragments, including rare ores!

    Now Star Nomad is finally a full fledged spacesim! Dynamic trade, random missions, cargo runs, dynamic faction standing, pirating, smuggling (stealth element to avoid police scanning your cargo!), and a very responsive NPC comms chatter system to bring space to life.

    Also, for the next few days, Star Nomad is a featured game on IndieGameStand: https://indiegamestand.com/deal/

    Keep on trying, pushing it, hopefully pass Greenlight!

  • iPhone 4S is the absolute minimum IMO.

    Star Nomad is a RPG/RTS with huge fleet battles, users have reported it running great on iPad 3 onwards, including iPad Mini 1st gen.

    https://itunes.apple.com/WebObjects/MZS ... 41751&mt=8

    It can only get better with iOS8 + Phonegap.

  • Its 4.0+ minimum.

  • Hello I saw your game on Google Play and read that you have been using IAP and XDK in your game.

    Could you help me?

    Thanks!

    I believe in the next update, C2 will have a XDK compatible IAP plugin so wait a bit.

    Currently I am using cranberrygame's IAP plugin, you can find it in the completed addons forum. Included is a .doc file explaining how to implement it with XDK.

  • It's nearly a month now since I've been using IAPs with XDK compiled Android games.

    It works great!

  • I played it for about 10 minutes.

    Thrusters don't look right, since movement backwards/sideways cause it to fly the wrong way. Best just to do an animated thrust sprite and attach it to the ship engine exhaust, particles just don't work well in this setup.

    Are you aiming for a bullet hell experience? Because so far its very easy (I did not use the missiles, since I have no idea how to fire missiles!), no challenge. For me, these games are about skill to avoid bullets all over the screen, if its too easy (enemies shoot too few, you can take too many hits without dying), its pointless to play.

  • pirx

    2013 - Scirra is waiting for CocoonJS improvements

    early 2014 - Scirra is waiting for Crosswalk improvements

    late 2014 - Scirra is waiting for iOS/Android improvements

    Glad to say XDK/Xwalk is finally awesome for Android.

    iOS is still iffy, Ejecta is just broken for me and others (seems some get it to work fine, while some can't get their game started at all!).

    Yes, looking forward to phonegap for iOS8! Luckily most Apple users update quickly so a few months from now, iOS8 will reach 70%+ coverage. If the JIT JS engine is faster than Chrome, it's gonna be even better than XDK.

  • I'm not sure what to do with your url?

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  • I use a Samsung Ativ Smart Pro (equivalent to Surface Pro 2) with an intel i5 with HD4000 graphics and it is 100% fine for C2 development. Updated drivers mean the integrated GPU can do all the WebGL effects fine and with decent performance.

  • Ray tracing is normally done on workstations. Even top GPUs like GTX 780ti or R290X struggle with proper ray tracing, giving a slideshow.

    There's a reason no game uses that technique for lighting due to its calculation intensive nature. They approximate lighting & shadows via maps.

  • I saw it, its great, as a platform type of game.

    We definitely need more variations as well as top-down or isometric. There's room for you to be creative and as I've said, I will support it if you put it on the store here.

    It should be a brand new set, have lots of sets with different themes so people can pick and choose.

  • You can get it to work on Ubu but you need to troubleshoot it, and it is due to libudev.so.0 no longer being supported for recent Linuxes, its changed to libudev.so.1!

    But you cannot ask your users to run through that hurdle so officially, Linux exporter is for commercial purposes, broken.

    NodeWebkit needs to update to fix it. :/

    No, as of testing a week ago, it's still not fixed.

  • Is having a confusion here, these 2% are not going to scirra, but to the developer of the plugin for the support that he will continue to provide (upgrades and patches). The link to the page where the plugin was caught, was already posted on the topic.

    And this by the way is an excellent plugin, used by many developers who do not use the construct.

    Using cocoonjs you lose much more money due to their system, but apparently a lot of people are easily offended here on the forum.

    The scirra could have done differently, but it's no reason for you to feel cheated, at least be reasonable.

    It's not about the 2%, it's about the fact you cannot control what advert it shows, like you currently can with your own filters or block list. That 2% is THEIR banner, under their control.

  • You spend $100 to have access to Greenlight, then you have to get enough steam votes on your game to enable Valve to consider your game on steam. Spend some time to read up on it and the process, it's not that straight forward.

  • Thanks for sharing this info

    If they are sharing 2% of the revenue does that mean they get to display 2% of the ads? Meaning we have no control over what ads are shown (I have filters set up in my Admob account to filter out a lot of undesirable ads)?

    For me this is a big deal-breaker--I'll continue using the cranberrygame plugin which has worked fantastic. I'll keep that 2% thank you

    Their code is basically a random 0-100, and if its <=2, it shows their banner instead of yours. That is EXACTLY what it means, its their advert so you have ZERO control (filters) on it.

    That is a NO-GO and Scirra should have thought about the implications of this.