Halfgeek's Forum Posts

  • If you give the units physics behavior, they will collide with each other and not overlap. Just set the world gravity to 0 else they fall off your layout. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    I believe Arima has done it.

    Alternately, I've done it using Rex's SolidPushOut plugin: https://dl.dropboxusercontent.com/u/577 ... solid.html

    Set your unit to that behavior and set them to Solid.

    You will have to customize the obstacle to something else rather than Solid, trigger it via on startup etc.

    This approach works too and uses very little CPU processing so its fine on mobiles. The only downside is they look like bump cars sometimes, they push out a bit too much. But honestly its just a minor issue, otherwise visually and gameplay wise, its fine.

  • Does anyone know if Cocoonjs + mopub has the latest SDK support for Admob? Just wondering because of how google is going to be phasing out ad support for old admob sdks in August

    Which one is the old AdMob?

    https://www.google.com/adsense/app#home

    OR

    https://apps.admob.com/#home

    Atm I'm working with the 2nd one.

    Edit: There was also the 2nd one but an older version. I'm confused because AdSense can use to monitor AdMob Ads with lots of reporting features.

  • Shukra, you should compare the same game or very similar games from both Tizen SDK and C2 if you want to analyze further. Taking game A and B which differ greatly and trying to draw conclusions is difficult.

  • I use multiple particles of different shapes and colors when I want lots of variations. There is probably a technical reason why having different frames is not possible with particles as it isn't a sprite. Would probably reduce performance a lot.

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  • Samsung S3 and S4 make the bulk of the Android market, S2 is really ancient and its marketshare is quite low. But definitely S3 should be targeted in any Android game.

    They have said the next version of XDK will have the option to ignore GPU blacklist. There's still lots of things on their to-do list, we'll just have to be patient.

  • Then something is wrong, or its a bug, report it. Compiling with Crosswalk via XDK automatically signs the APK with your email/account details. It is ready to publish in GooglePlay as well as Amazon AND Samsung App Store. I have one APK from XDK on all 3 stores without any modifications.

    Crosswalk/XDK has the exact same performance as previewing over wi-fi on the mobile Chrome browser. If your game is running slow there, it will be slow after compiling.

  • Any update on Restore Purchase?

    Would be extremely nice to have it working.

  • I never had that issue.

    My games updated fine, kept all the progressed. Used WebStorage.

    It only happens when you manually uninstall the old version first, it will delete all the cache and saved data (webstorage). If you install on top of it, it will simply update and keep the old data.

  • It depends on how you make your game, Crosswalk can be slower than CocoonJS (usually not that much slower though). I have no problems with audio or music on XDK (you exported it into XDK and compile using Crosswalk for Android? Don't select just Android in the XDK menu, it will be done via the old engine which is horrible).

  • hmin I would avoid using Phonegap because it's very slow.

    Are you saying it's impossible to implement IAP in Crosswalk as future version?

    had said they are going to implement Store and iAds, I believe the timeframe was June/July.

    Fingers crossed.

  • Did you made your sprite a certain size based on the screen size?

    CocoonJS defaults to Scale Outer for its fullscreen.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • This is great news.

    Does this mean that when we export with NodeWebKit for MAC, the WebGL will be supported? Or it wont because its chromium based.. i'm confused.

    2014 is really shaping up to be the HTML5 year.

    Got Crosswalk/XDK, CocoonJS finally went open source with more features, IE11 and now iOS and OSX!

  • I think you have great potential here, definitely pursue it, develop more (add in stats checking and saving, ie. speed, accuracy, words that result in most errors, like a top player list for some fun competition etc), make it polished and beautiful. Have the options of replacing the sprites to cute-sy stuff that kids would love and parents would folk out $$ to buy for their kids to practice typing.

    Definitely lots of schools would be interested in it too.

    The reason i say this is your mechanics are awesome, really tight and everything just works flawless. With some help from professional artists you have an awesome overall educational game.

  • Mobiles don't have a video card. It's a SOC or System On Chip, with a CPU and GPU combined.

    The fact still stands that HTML5 is less efficient so to get 60 fps requires more processing by the SOCs than native games, thus, they drain more power, releasing more heat.

  • HTML5 is 50% slower than native code, so your game requires more CPU power to keep it running smooth compared to native games, that leads to poorly design devices to get very hot as they aren't good for high loads.