Halfgeek's Forum Posts

  • Add trigger once (its under System) to your events. O_o

    Seriously.

    If Enemy.Var = 1

    Trigger Once while True

    Do this = Attack

    Complex AI is possible. It just requires someone experienced with C2, like anything else really. AI is generally hard.

  • when tested IAPs did you check to see if restoring purchases works now?

    Nope it didn't work. Real shame because I would have implemented by IAP as a one-time unlock option with restore for other devices or subsequent installs. Currently all my IAP have to be one-time use items instead.

  • Sethmaster Thanks, good to get some support from fellow devs.

    But honestly I'm not confident it will make it on Greenlight, it's stripped of some much needed complexity to be suitable for PC desktop sandboxes to optimize for mobiles and touch screen.

    Hows your pixel gangster epic going?

  • For someone with such art talent, C2 is a perfect game maker. Get it on Kick Starter!

  • I have a small suggestion, I noticed your game is incredibly atmospheric.. but there's one thing that detract from it, the start menu with planks hanging off the tree.

    May I suggest some sort of large voodoo charm hanging down via a rope instead? Think skulls or a chicken etc.

    Also since you posted on the other forum about memory use on CocoonJS, its not possible with your game, there are too many large textures which eat up memory. If you want it to be on mobiles, the only options are Ejecta for iOS and XDK/Crosswalk for Android, both of these are capable of handling lots of art due to good memory management.

    For Ejecta, you can implement Ads for revenue. For Android with XDK currently there's no good option, so it will have to be a paid app.

  • Fun little game. My constructive feedback: Add Glow effects to your shapes, use photoshop to give them inner/outer glow, it will pop out more above the black background.

  • > It's very possible with XDK/Crosswalk. Ejecta also fixed its memory handling so it should be possible also.

    >

    How about the performance in XDK?

    It's good. My complaint with XDK isn't performance, its lack of monetization options. I would happily use it when they ad AdMob & Google Store IAP. It loads big games really fast and use very little memory. It's also got positional sounds that works really well on mobiles with headphones!

  • Thanks OddConfection, I also found this: http://www.gsmchoice.com/en/advanced_search/

    Really useful, can set a threshold limit on any spec and search a brand.

  • 650MB would crash all Apple devices. Even if it has 1GB of ram.

    Because the OS and all the apps running in the background typically consume half the available ram already. Then add to it all the paused/suspended apps users have in memory, you are left with ~200MB to use for your app. More would cause instability on iOS.

    On Android in my own limited experience, I could get a 460MB game running on 1GB devices, but it cannot be suspended and resumed. If you go to home screen, resume would crash the game due to out of memory errors.

    It's just NOT recommended at all to make such a big game for mobiles with CocoonJS. It's very possible with XDK/Crosswalk. Ejecta also fixed its memory handling so it should be possible also.

  • If I want to block all devices below 720p (1280 x 720) for example, is there such a list?

    There's over 6,400 Android devices and doing research on each individual obscure model is really annoying the shiats out of me.

    Btw, it's hilarious that Google has a list of over 1,400 devices with "UNKNOWN" label associated with them... even Google has no idea.

  • I must have a memory leak somewhere. What other reasons could be causing such high CPU usage?

    Take a screenshot of your game running in debug mode, with watch menu active and show the objects, collision checks etc.

    Also if you ever want to spawn a lot of things, don't ever use every 0.01 because thats below the individual frame threshold which is 0.0167, its just wasted cycles for nothing. Use everytick instead.

    If your raindrops have a WebGL effect associated with it, or blend mode that's not default normal, have it all spawn one a single layer (new layer called Rain for example) with that effect or blend & remove those effect/blend from ur raindrop sprite. This way works a lot faster.

  • I spawn raindrops that collide on surfaces (spawning droplet particles) and water (droplets & splash sprite) every 0.1 seconds and I get 60 fps with 1% CPU use.

    This is on an i5-3570K CPU.

    [attachment=0:kq1dj62i][/attachment:kq1dj62i]

  • Still looks pretty cool When do you plan to release it?

    It's released. Post in the completed forum awhile ago. hehe

  • Looks very nice!

    I watched the video and noticed some very nice pulse/explosions (radial wave getting bigger over time). May I ask how you created this effect? I tried many effects from WebGL (pulse, warp and so on) but never could make one like yours. Is it an sprite animation/effect combo or just a sprite?

    Glass Effect = Sprite with a white circle (128 x 128), with fade behavior (play with wait/fade timer to achieve what you want, ie. more fade time = weakening pulse as it grows, more wait time = no weakening of effect on growth) and onscreen every-tic change its size to grow larger by X pixels (a circle shockwave).

    If you want a horizontal pulse, just grow its width more than height, or for vertical pulse, etc.

    I wanted to do a shockwave effect after seeing The Next Penelope video, and it just seems easiest and least performance loss to implement it as above.

    Luckily Glass WebGL shaders run extremely fast on mobiles. You can have so many of them on screen without a big performance loss. Other shaders absolutely destroy mobile performance.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • - did you check the browser console? Were there any errors/messages there?

    You also should not add the same product IDs again other than on start of layout, and don't space-separate them (e.g. use "a,b" not "a, b").

    Updated and ensured its all done according to instructions and still no response.

    Have you guys got a working in-house demo using Google Wallet IAP for Chrome via the C2 IAP plugin?