Halfgeek's Forum Posts

  • >

    > I've just tested with High DPI in C2 and compiled with Intel XDK using the canary beta option. It broke my WebGL effect "Glass" (from C2's default effects), it works fine with High DPI is set to No in C2. Quite strange.

    >

    > All it is is a 128 x 128 white sprite with Glass effect, set to grow by 20 pixels height and width every frame.

    >

    >

    Hi hmin, its been awhile, have you guys ever got the WebGL effect "Glass" to work on IntelXDK/Xwalk? Obviously has to run in WebGL mode for acceleration and not with it off.

  • gonzdevour

    Ads don't work on the Launcher last time I tried, you need the actual cloud compiled release APK signed and tested on your device to see reliable Ads.

  • , great review from indiegamemag!!

    Reinstalled, but still same result: the never ending luidi splash, and the the app crashes.

    I find android to be pretty pathetic at times, when I get time I will give the pc version a spin....

    Thanks. It looks like a CJS bug overall on some Android devices.. understandably its very difficult to keep things smooth when Android is so crazy with way too many devices and modified OS. Anyway, hopefully we get working IAPs with Crosswalk/XDK very soon. At this point I'm fed up with CJS and very eager to jump ship!

    The IGM review was a great read, really good writer. I am working on the major flaw of Star Nomad, the character animations now. Got an artist commissioned to take my anime characters and make them realistic looking, so far its looking AMAZING.

  • Did anyone use an updated plugin? Ludei also changed the SDK so the plugin needs updated

    [quote:1eiqty9p]

    Ads

    Updated MoPub SDK to latest version

    Fixed problem where AdMob would not show ads sometimes

    Fixed fullscreen AdMob ads

    Fixed multiple ad instances

    They updated the SDK, you dont need a new plugin.

    I tested AdMob + MoPub add for one of my Android game, the ads work fine and refresh every 60s.

  • I had problems with samsung as well with my game, but i find out that the fault was in web storage and in how many cookies i use when saving game, in the end i made my save game with array and web storage combination, and converted with minify script option, so in the end i dont have problems with samsung galaxy 2, samsung galaxy 3 and samsung galaxy 4

    I hope this will help

    and if you want more info just contact me

    Hi, thanks for the tip. I only use WebStorage Local Storage to save Global Variables. I don't use save/load state.

  • Found an artist, so request is closed until further notice. One of the result is my profile picture, amazing work.

  • Android is a nightmare to support actually, I'm seeing so many other AAA games from big studios get 1 star rating from so many users due to crashes. I'm also suffering from this, partly due to CJS but also due to Android fragmentation.

    I wish Google would give us an option to OPT in devices or common hardware CPU rather than OPT out over 6,400 out there.

  • I tested your game on my Galaxy S3 and Nexus 7 (2012). But after the Ludei Logo it force crashes.

    Hmm, error report on those devices are identical, I think its becaused I removed the permission WAKE_LOCK (prevent device from sleeping), since the report has mentioned it a few times in processes that can't start due to no permission.

    Very strange with CocoonJS. I've just uploaded a version with that permission added, please give it ago later if you can and hopefully *Fingers crossed* it works.

  • Ludei released 2.0.2.

    Changelog can be found here

    http://support.ludei.com/hc/en-us/articles/202765423

    Looks like they fixed several ads issues.

    I already updated Star Nomad with v2.0.2. So far it seems stable on my own devices, but I am looking forward to seeing whether the Samsung crash bug is resolved.

    If you guys have S3 or Tablets or Note 2, give this game a try see if it runs! https://play.google.com/store/apps/deta ... .starnomad (new version should be online in an hour or so) .

    Also since a lot of CJS users read this thread, I thought I post this here, a tutorial regarding removing the unwanted nasty permissions that is default with CJS APKs: https://www.scirra.com/tutorials/1071/r ... mpiled-apk

  • Hey, if i ever earn decent money from solo game deving, I just might take your offer & have a holiday in Sweden!!

  • Hi, saw your concern, so I wrote a tutorial.

    https://www.scirra.com/tutorials/1071/r ... mpiled-apk

  • I would like 256 x 256 pixel (144 ppi) portraits of sci-fi space pilots drawn similar to this style: http://opengameart.org/content/flare-po ... ck-resized

    It's for my RPG Sandbox Star Nomad: https://indiegamestand.com/store/1092/s ... s-sandbox/ (PC/MAC) & https://play.google.com/store/apps/deta ... .starnomad (Android)

    Transparent background, no borders.

    First, if you wish to give it a try, post here your intention, then recreate either one of these two attached characters to a realism style similar to the above example.

    [attachment=1:3thteffa]Erica Price 1.png[/attachment:3thteffa]

    [attachment=0:3thteffa]Izumi 1.png[/attachment:3thteffa]

    Email me halfgeekstudios@gmail.com

    Price is negotiable (within reasonable limits since I haven't made much money from being an indie dev, yet!), upon my acceptance of the first example you draw, we'll come up with an arrangement that's fair for both then you may proceed to draw more characters (essentially recreate my anime portraits so you don't need to worry about creative flair and coming up with original designs).

    I will pay via Paypal the agreed sum, you will be credited in-game with your name & website if you wish.

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  • Update: Finally got around to making the iOS version working all nicely on all the iPads, from 2 to retina and mini. Took me very long because Apple took 2 weeks to approve my developer account and I couldn't test anything without it since Xcode won't work without provisions & certificates.

    Then half way through testing, I made a choice to abandon iPhone since the screen is too small to be enjoyable so remade an iPad 4:3 ratio version only. Performance wise, really really good. ~50% CPU load on iPad mini w/ Retina & iPad Air for 60 fps capped. On older A5 models (iPad 2 & 1st gen iPad mini) the game also runs smooth. Very happy with performance.

    Will submit it to the App Store in next few days, hopefully Apple won't give me more trouble than they already have.

    On other good news, Star Nomad got some reviews from nice sites! (Pure dumb luck since I just spam them with such a simple & short email: "hey guys, game is released, give it a try, here's a video & screenshot").

    Android version (older version before I made some changes with an update to partially address the flaws):

    http://www.hardcoredroid.com/star-nomad-review/

    PC version (really hilarious writing from the reviewer, fun read!):

    http://indiegamemag.com/star-nomad-maki ... -frontier/

    Also more good news, just now CJS updated to v2.0.2 which apparently has the fix for crashing on some devices, I've just updated Star Nomad on Google, so PKrawczynski michael suntemple try it and hopefully it will start fine now!

  • jayderyu & others.

    I'm curious with WebStorage and APKs, where is the savefile located? It would be useful to transfer saved games from one device to another if can find it.

  • Start from the beginning and remove groups of code and test. Preview over LAN in chrome browser on your devices, its the same final performance as XDK compiled APKs.

    Find what is causing the problem (could well be your LiteTween!), because its not normal for there to be such delays in input.