Halfgeek's Forum Posts

  • If its made for mobiles, my main concern is the control scheme.

    Why not make it simpler, with just one-touch to target and fire. Touch on the screen and the turret rotates to that direction and fire.

    Think of a user on a tablet, its often on their lap or a desk etc, one touch control would be a lot more easier to play.

  • I took this up with Dominic (lead dev of Ejecta) and Dominic managed to identify an Ejecta bug that was causing WebGL to fail to delete textures. The patch has been submitted to the main codebase (https://github.com/phoboslab/Ejecta). Try re-downloading the files and let me know if memory management is working better.

    Excellent, glad its just a small bug and doesn't require a lot of work to fix!

    Looking forward to the results MaorKeshet !

  • In my experience, a turret firing a bullet sprite will create that sprite at whatever the angle the turret is facing.

    Predictive aim with the same speed as the bullet sprite's bullet.speed will therefore rotate the turret to be pointing in front of a target.

    Thus, when a bullet sprite is created, its angle is pointing to where the target will be when it travels there and collide moments later. I don't have a problem with angles and what not.

    Do you just spawn the sprite with bullet behavior On Shoot, or you add a angle correction following spawning the sprite as well?

  • Sound effects? No lag after the first sound is played.

    Music, no lag after preloading either.

  • Music needs a preload trigger for at least 1 second before playing, to have consistent results on mobiles (most Android devices I've tested).

    Sound itself WILL lag the first time a sound is played, but subsequent play of the same sound will not lag.

    To prevent this lag, I suggest you preload the sounds you need for that stage/level on start of layout.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Install 7-Zip.

  • michael

    Yup its currently bugged with V8 javascript (CocoonJS) and some Samsung devices (in particular S2,S3 and tab 2/3), its really annoying but I've contacted Ludei and they have said the bug is fixed and updated and there will be a new CJS version in about 10 days.

    Luckily it works flawlessly on Samsung S4, S5 and Note 2/3, along with their newer tablets. If the bug killed it on those popular newer devices, I would have committed Seppuku. >_<

    So far other devices seem to be fine, haven't received any major crash reports for other brands, unless really old 800 resolution stuff with 256MB of ram, which is way below my minimum spec.

    Something I hate with Google Store is that they won't let you specify a minimum spec so you can block out devices that don't meet the requirements.. you have to manually go through the list of 6,300 devices or so and flag each one. Not that I even know most of them and their hardware.

  • >

    > > We need only 2 thinks...

    > > 1. remove exit bug in stable version, when i close aplication, aplication crashes...

    > > 2. add some feature, that we can open web pages in defaul browser, it is anoying to open in aplication and i can not go back...

    > >

    > I disagree admob and analitycs for android users are a must .. if you look for that info in our forum a lot of people is asking for the same thing.

    >

    I want to add leadbolt and with iframe is it possible...

    Yes it is possible to add banner Ads via Leadbolt using the iframe plugin. Several users have already done it.

    On the leadbolt site, there's a tutorial on how to integrate it into C2. It requires the browser object in C2 and the browser permission in XDK. If you search in this thread or the old XDK thread, you will find your answer.

  • I think its only something you get good at when you spend more time with it, optimize and always test your creations on mobiles first and foremost, ignore the performance on the PC preview, its meaningless when you actually have it on mobiles.

    Anytime you add features, code, whatever, test it on mobiles to make sure its not causing a big loss in performance. Then keep adding more and more.

    Dont make the mistake of building an awesome game with all the things you want first, then test it on mobiles and find it runs at 20 fps.

  • Definitely all big time game engines need an asset store of sorts to share & benefit from the genius of others.

    For PC or MAC this should be easy since there's less compatibility issues to deal with than on mobiles via wrappers.

  • 2D cricket game? sound work fine.. jump up and down, flatform endless runner.. hoping action?

    j/k.

    How would you implement 2d cricket, timing the ball strike and all that jazz? Have you drawn up a rough sketch of your game and how things work?

    C2 can do a lot of things, it comes down to your own talent.

  • CocoonJS suck...better have a slower performance that works on every device then a 60FPS game that receive 1 star from 90% of users. I moved to Unity...Bye bye C2

    You are in for a shock when you realize that crashes and incompatibilities happen for all game engine (yes, Unity crashes too) and in particular for Android. There's over 6,300 unique devices a lot with customized firmware and Android OS.

    Even top game studios with billions of $$ have lots of devices that crash on their games.

  • >

    > >

    > >

    > > Ill have to give this game a shot with my Samsung Galaxy 8.4 Pro tomorrow. I will let you know what it does.

    > >

    >

    > Thanks.

    >

    > I did testing on Samsung S4/S5 but didnt have access to the tablets to test, only other tabs like Nexus 7/10 and LG etc. Seems CocoonJS is really bugged for certain Samsung devices, hope they fix it soon.

    >

    I just tried it on my Pro 8.4... no bugs I had found... the only thing I can think of is the map you have, it cuts off at the right a bit.

    Plays really nice on the device also... that's a Snapdragon 800 with an Adreno 330 GPU however.

    Good job!

    Great! Can you give me a screenshot of what it looks like on your device? It's got super high res, 2560 x 1600 p or 16:10 ratio..

    I can move everything to the left a bit if its scaling wrong on 1600p screens.

    Also, Star Nomad runs great even on old devices with Tegra 3, like the Nexus 7 2012 and HTC One X. That was my target performance level, I would test on it to ensure it runs smoothly.

  • I'm using the default CJS plugin that comes with C2, since version 168 to 171 and it has worked. Ads work fine, IAPs work fine, performance is good. The only bug I've got now is crashing on some Samsung devices, which Ludei have said is fixed and will be in the next update in 2 weeks...

    I have also used the open source plugin and that works too.

  • You do not have permission to view this post