Halfgeek's Forum Posts

  • I've got no problems with AdMob via MoPub, using 2.0.1, banners display perfectly so far.

    Noticed a good thing, when user presses power/sleep during game, it will pause, then resume when they wake it up again. Prior to this, in 1.4.7 it would start a new game.

    I'll test IAPs tomorrow.

    Edit: No problems = see ads from AdMob, served via MoPub. Also see MoPub Marketplace Ads too when I enable that.

  • Ludei just updated the compiler to 2.0.1, I've just tested my game on it and so far it runs fine. Also the banner Ad works and auto refreshes itself like in 1.4.7. This is using the default CJS plugin from C2 v1.7.1 (most recent beta).

    I had trouble with compiler 2.0.0 with the default CJS plugin, it would not show banner Ads.

    CJS 1.4.7 has a rare crash issue on a lot of devices. I'll have to play test 2.0.1 more but I did play test 2.0.0 a lot and it never once crashed.

    Edit: After many hours of playing on the tablet today, no crashes yet. Good sign.

  • Frame latency. PC games suffer from it too.

    Some users are more sensitive to it, often referred to as "micro-stutter" because thats exactly what it is, when frames come at irregular intervals and not 16ms.

  • Your game even before it starts is using 6% of my i5 3570K CPU. That's very high for nothing on the screen.

  • There are many good tutorials on here for free, covers all the things you need to make a good game with C2. The rest is up to you, trial and error and a lot of hard work.

    So honestly I don't think C2 needs a guide book, its simplicity and the open nature of the tutorials from Scirra means its not as difficult to pick up, even for a novice.

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  • What C2 can make is nearly always limited by your own ability.

  • Because Arcade is just a demo, there is a very small file size limit and resolution limit as well.

  • Just browse the in development or completed forum section and see what games others are making with C2.

  • You want to target aspect ratio and not resolution.

    16:9 or 16:10 is best for Android and iPhones. 4:3 is for iPads.

    For example, 1280 x 720p is a 16:9 ratio. But you can also scale it down, as long as the ratio is maintained, its more likely to run correctly in most devices.

  • russpuppy

    It will be a matter for the CocoonJS cloud compiler, I guess its such a big deal that Ludei won't suddenly ignore it, else we can't upload apps to the Store heh.

  • I just added that pushout and solid to Tank1Base directly, without doing it via the Family. Custom obstacle so they move. The walls are set as solid so they do hit the walls and cannot go through it.

    Not sure about enemy tanks, i havent look at that RTS code template in detail. But what you want: Pathfind AI to not overlap and bunch units together is possible.

    I use it in my own RTS game, some big fights have heaps on each side and they don't overlap.

  • > You've only just begun to learn it. C2 can do many things, even the most complex games.. just browse the in development forum and see the wonderous creations of others.

    >

    > C2 is deceptively simple, making it easy to learn but hard to master. Keep at it and use the forum for help if you cannot implement your ideas.

    >

    I do find the forum useful. But there are thing's I just don't see construct being able to handle.

    The game idea I am working on allows players to spawn units that move to the right while enemy AI moves to the left. When they collide they start to battle, but construct 2 doesn't seem to support any method of registering damage if there are multiple units overlapping one another as the collision and overlap functions become redundant. This does feel like a very big limitation

    What you described is easily achieved by just collision check without using overlap check. On collision play an attack animation, minus health variables, bounce back wards a bit (only need a few pixels so the collision check can happen again fast) before moving forward again. You can have heaps of enemies and allied units meleeing it out like that and it will register damage for each units that collide, every time.

    If you dont want them to bounce and just stay there, then spawn hidden collision sprite during an attack animation, and do the damage upon that sprite colliding with an enemy unit instead. And if you want even more filtering, enemies can only damage other units on the same layer, so add in a layer check for the colliding sprites. So you could have 10 layers and a whole bunch of units melee each other and they will only damage the enemy they hit on their layer.

    C2 is very powerful, just think outside the box and most things are possible.

  • You've only just begun to learn it. C2 can do many things, even the most complex games.. just browse the in development forum and see the wonderous creations of others.

    C2 is deceptively simple, making it easy to learn but hard to master. Keep at it and use the forum for help if you cannot implement your ideas.

  • glide and spin can be changed via setting the physics variables in the behavior.

    2nd option works fine for me, i opened the default RTS template, add the behavior (after install Rex's plugin first!) and they move but wont ever overlap. They push each other out whenever they contact. You need to change the obstacle in Pathfind behavior to CUSTOM and not DEFAULT to SOLID. Then on start of layout, add an obstacle to your unit. ie. "Wall" or "Barrier" etc.

  • Try running XCOM (https://play.google.com/store/apps/deta ... omeu&hl=en) on an iPhone 4 or equivalent device, you can't. Because its fail hardware. Even top Android phones and tablet get hammered with this game.

    At some point you just have to move on and target another minimum spec and not one thats so weak such as the iPhone 4 (which now is a very small market, 4S is the bulk with 5 fast replacing it too).

    I had this (Star Nomad, 1280 x 720p RTS-RPG:

    ) running and holding 50-60 fps during an intense fleet fight on my Nexus 7 & LG G-Pad. On my old Nexus 7 (2012) with Tegra 3, it held 40+ fps, very playable during heavy fighting.

    Performance wise, HTML5 is quite fine on mobiles, as always, it comes down to optimizations. But its not going to be possible if you want lots of WebGL effects, most of them still cripple even top end hardware.