Halfgeek's Forum Posts

  • Nice, that's some very nice artwork in my opinion! I love the style!

    I think the text during the tutorial was a bit small on my mobile, otherwise worked great. Good job!

    I know most people dislike that art style, or so thats the general feedback I get. A few ppl said "it looks like the result of a how to draw manga youtube tutorial"... which is TRUE.

    Thanks for reminding me about the text, I forgot to change it when I updated the game for XDK.

    I used a smaller spritefont to reduce the memory footprint on CocoonJS, a lot of my spritefonts only take a 256 x 256 sprite. If I made them larger, it would end up as a 512 x 512 or even 1024 x 1024.. when making a large game with CJS, you can't do that due to memory usage blow outs.

    But for XDK, definitely its great! I'll change it in the next update.

  • szymek

    I've tested cranberrygame's phonegap plugin for C2, it works GREAT for AdMob.

    No lag added to your game and the refresh rate is spot on. Also I already notice a major difference to CJS/MoPub, each click I get a lot more $ (not sure why, maybe no middleman??).

  • damainman

    The only difference between 32 bit and 64 bit for gaming is extra memory address space, and would really only come into effect if your game actually uses more than 3GB of system ram. Does it??

    I played it a lot today on my main work rig, i5-3770K stock, Radeon R290. Runs like a charm, did not notice any bugs.

    Would you like some gameplay feedback too or just technical?

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  • https://play.google.com/store/apps/deta ... .ninjagirl

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

    *Yes, there be exploding pigs into bacon* <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    This was my first game ever, I made it when I started on my journey of being a game dev, it started life out with raw JS code on AndEngine, but I found Construct 2 in 2013 and never looked back. It was very raw when I released it earlier this year using CocoonJS, lots of newbie mistakes were made and I have learnt heaps since.

    I spent the past few months in between working on Star Nomad to re-build this again from scratch and polish, polish, polish. It's finally to a point where I am happy with it, since I cannot do much better without hiring a professional artist. I know the art may not appeal to most people, since I was an avid Manga reader in my youth, its what I learnt to draw.

    *Multiple talent trees to upgrade*

    Thanks to Intel XDK, its finally possible to release a huge fast-paced action RPG with heaps of stages, lots of animated enemies, high resolution bosses, tons of effects... AND still have it load very fast and run very smooth even on older Android devices (ie. Tegra 3 or Samsung S2/S3). But it certainly was not easy and a lot of trial & error at optimizations were required.

    *Can't have a Ninja game without Geisha assassins!*

    *Lots of unique Bosses with crazy abilities*

    There's some more info & screenshots on my dev blog:

    http://halfgeekstudios.wordpress.com/20 ... g-defense/

    I also plan to put this game on Scirra's Store, along with the CAPX with comments & a word document to help other developers who wish to make a huge game run well on mobiles. Would it be useful?

  • Giganten

    Update for you, I open that zip and launched it, and yes, it freezes after about 15 seconds.

    i5-3770K

    Radeon R290 latest drivers

    Win7 Enterprise

    It is very strange because I do not have that issue on my two exported games.

  • Yeah, I will see if I can get some more people to test with newer cards. Or if someone here will test you can grab all files here https://www.dropbox.com/sh/iyia6jc30cv39pi/AAB1N5sF3jxMntWKDg_0SEm8a/test

    I'll test it for you on my laptop with dual core & intel HD4000, it runs my games fine eventhough the integrated GPU is terrible.

    Edit: My anti-virus wont let me open it, says malware detected in your win32.zip :/

  • I'll test it on my laptop later today for you, its a dual core with integrated Intel HD4000 (extremely weak compared to GTX460!).

  • Note that NV dropped support for older video cards last year, so it could potentially be a problem with WebGL & outdated driver support.

  • So since you say you haven't changed it for a month then that would imply that they have fixed their backend and therefore if we resubmit our apps it should just go through.

    There has also been some speculation that its an issue caused from transitioning from the sandbox to real payment and of course iOS we cant test it. So it could be they tried your IAP a few times during the lengthy review period.

    They test IAPS immediately as soon as the app is under review, they contacted me asking for screenshots/info on how to access to shop menu since my game is a spacesim, you had to dock at a shipyard (one of many stations) first to access the IAPs. So I gave them screenshots with labels and where to go etc, and they resumed the review right away. Then I waited for over 3 weeks until this morning, when they finally just approved and put it live on the store.

    In those 3 weeks they didn't say anything, I inquired last week, they respond "still reviewing".

    If your IAPs aren't working, they will reject your app pretty quick.

  • Nothing, it's fine.

    I am just letting you know your capx example should be updated since someone may test it and follow the same procedure and cannot figure out why their other products don't get consumed.

  • As for consume_on_start_of_layout, How about this

    As for consume_after_purchase, Do you say this?

    Your consume on start of layout won't work (I tested a few variations of what you are doing and it did NOT work, only the 1st consume action work the rest did nothing, product wasn't consumed), because the way C2 processes conditions, the empty one between product1 and product2 has no effect. Events run simultaneously unless they are tiered.

    In your example, event #3 ONLY runs after #2. But #4 and #5 runs also at the same time (in that tic/frame) as #3 after #2.

    Definitely just put

    #2 On store listing success = Consume 1 & wait 0.1 & Consume 2 & wait 0.1 etc

    Because if there's no product, consume doesn't do anything. For consumable/unmanaged IAPs, there's no drawback of a negative result.

  • Sorry I didnt catch if there's a respond in the old thread, Tom are you planning on categorizing assets into genres & themes?

    It's already many pages and I imagine in a month would be extremely hard to sort through.

  • It won't work because the condition like that in parallel gets triggered simultaneously. It will check all those Has product in that tic/frame and try to spam consume product (which communicates to Google).

    If its not parallel, then the 2nd product condition depends on the first being true etc, so it wouldn't be a good way to do it.

    Condition (On Store Available) => Consume product1, wait 0.1, Consume product2, wait 0.1, Consume product3 etc.

    [attachment=0:1dopo7ro][/attachment:1dopo7ro]

    Ignore the conditions between the first and the last. This works for my game.

  • >

    > > We can use ads now with admob? Is there a tutorial yet?

    > >

    > > Also, what are adMobs prices? I think with our current ads that only have an impression when you open the app, we get crap like less than .01 per click

    > >

    >

    > Use cranberrygame's AdMob plugin, he has the instructions as well as the CAPX demo included. It's well worth the $12, until Scirra or Intel includes official C2 plugin support anyway.

    >

    > My limited experience with AdMob, CPM is ~$1.7 (for 1000 impressions), but it obviously varies with click rate. It depends on the country, but for USA, a click tend to earn around 15 to 20 cents. For Australia, its very high, up to 45 cents. Canada is also very high, often 30+ cents.

    >

    great info, thanks for all of this. One more question though, if I go ahead and use the plugin, and C2 makes an official plugin, would I be able to switch without any problem? and is there any confirmation that Scirra is working on an official plugin?

    I tried to get confirmation but Ashley never responded to my querries.

    But I don't see why you cannot switch, it's all in XDK itself, just remove one plugin and add another to your build.

    We may even see C2 plugins (AdMob & IAP) from Intel soon, fingers crossed.

    Definitely go ahead and get cranberrygame's plugins, they work great!

  • Are you certain its the cores of CPU that matter here, if you have a lot of WebGL effects & particles, its going to be all on the GPU. The problem with older machines isn't that their hardware cannot handle it, it's simply because AMD & nVidia have stop supporting older gen of graphics cards so their newer drivers dont update for the older cards.

    WebGL needs more recent drivers. It's different to something that uses DX9, since that's fine even on older hardware.

    I have run quite complex games on my notebook, which only has a dual core, but it does have updated drivers for the integrated HD4000 GPU.

    Something like a Pentium or Core 2 Quad from 5-7 years ago, is likely paired with a very ancient graphics card that just doesn't handle WebGL well, period.