Halfgeek's Forum Posts

  • the game in working on will be the best ;D... im not saying this for bragging but beauce my bf is working really hard to make it look awesome

    i hope you guys make games that look beutiful to have some healthy competition

    That's the spirit! I always look forward to what others can achieve as it inspires me to do better.

  • C2's estimates are for your biggest layout with the most assets. In general, I create place holder layouts for all the art to go to but its never loaded in the actual gameplay layouts.

    Either way you wont know til you run it and use monitoring programs to see.

  • I don't encounter that problem you describe, can play for hours and no slow downs.

    Do you run with WebGL mode enabled?

  • Most PCs have 4GB of ram. Currently, the average graphics cards have 2GB of vram (for all your textures on that layout, which isn't a problem, you'll be hard pressed to throw more than 1GB of art onto a single game layout!), ones without a video card will use the onboard one, like Intel HD4000, which use system ram as vram, so its not a concern either.

    Go all out and make the best looking game that you can if you make it for PC.

  • I've used both CocoonJS and Intel XDK, both have their advantages.

    My oldest test device is a HTC Incredible (Droid Incredible) http://en.wikipedia.org/wiki/HTC_Incredible

    Runs my games fine, big or small games.

    I've got a few other devices in between, Tegra 3 CPU and newer Snapdragon S600/S800 CPU.

  • Its clearly said there that when going through wrappers than different wrapper has different performance and issues with platforms like Android and iOS, its not about construct 2 but its about "HOW construct 2 will deliver native mobile games".

    Have you or anyone here developed something that is in app store or android market with construct 2 ?

    I will love to see and give them a try.

    PS: Be optimistic this is not to fight with you all HTML 5 developers as i m a hardcore flash game developer, but rather i just wanted to see whats the reality as i just wanted to develop a simple pong but with more features in Construct2.

    Thanks.

    https://play.google.com/store/apps/deve ... dios&hl=en

    Try Ninja Legacy. The full game is massive, 48 stages, over 30 enemies, 10 unique bosses with cool moves. A full blown talent tree (several trees).

    My current project, scifi sandbox RPG/RTS:

    Running fine on even older mobiles.

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  • Airscape, Penelope are my two favorites for visual presentation.

    Most of the good looking ones are on PC.

    For mobiles, I think Poise is very attractive and Street Kung-Fu is great looking too.

  • I had solved the problem with the texture, I reduced the size of all and now the biggest is 871x320, but after adding more items to the project he returned to hang on the loading screen. Many objects in a layout can cause the same error?

    which calculation to find out how much ram each object will use on the loading?

    Texture size power of 2 * 4 channels (RGB + Alpha).

    Example, an empty sprite that's a size of 1100 pixel wide and 10 pixel high.. is probably just 1 Kb in size. In memory as a texture, it's actually 2048 x 2048 pixels, since it could not fit in a texture size of 1024 x 1024 (its too wide!) so it goes into the next one up ^2.

    2048 x 2048 x 4 = ~16MB

    If it doesn't fit that, it goes into 4096 x 4096 texture (which a lot of devices won't support, crashing or black box), or ~32MB.

  • He's wrong. The End.

    ps. Do a quick brief on posts on this forum, this topic keeps been thrown around by people who have no idea how to optimize their games constantly. It's just plain wrong to say HTML5 and C2 can't do "good" or "big" games for mobiles.

  • Do you know how much memory your game takes?

    Im not sure on the specs of the other devices, but a 32x32 tile isn't a problem.

  • My RPG had ~3,600 events. It was my first game, a lot of repetitive code since back then, the function plugin wasn't standard with C2, its a separate plugin.

    My current game, a sandbox space RTS, is not finished and its at ~3,500 events. With a lot of function usage too for repetitive stuff.

    These are games for mobiles too, there's no need to worry about events (when used correctly) being the cause of performance issues.

  • ArcadEd

    It's probably the case that kids who play games wouldn't click on the Ads most of the time, especially Banners.. unless its placed in a location near their touch points (not something cool to do in general).

    My Flappy Sperm has medium maturity setting and i've got a consistent ~$2 CPM for the past few months for it, just an AdMob (via MoPub/CJS) banner on the bottom of the screen, not anywhere near likely touch points.

    From my reading other devs, that $6 CPM is extremely high for a small banner?

  • Actually, the way mopub has explained it to me is the your HIGHER CPM ads get first crack at an ad, and then it goes down from there. That is how you prioritize your networks.

    According to mopub that is . I don't completely get it either, I know my games actually running the admob sdk just much higher ECPM than those running through CJS/Mopub. With that being said, just kind of have to go with the best option you have at the current time. Right now it seems it's CJS/Mopub.

    Ed, Whats the ECPM you get running with AdMob SDK? For banner Ads, just for my sake to compare the numbers.

  • I hope you realize your 2286x320 texture/sprite actually needs ~32MB of ram in memory.

    That and a lot of devices simply won't support bigger than 2048 texture sizes.

    CocoonJS loads ALL your assets on startup, every single one in your game, at once. Often CJS crashing on startup is due to 2 things: 1) bigger than 2048 sprite or 2) too much memory usage.

  • AndreasR

    If you setup Marketplace and with a low CPM cap of 0.01 or thereabouts, you'll only get Marketplace Ads rather than AdMob.

    I disable Marketplace and only run Ads from AdMob. My CPM for a 350 x 50 banner Ad hoovers around $2 ($2 per 1,000 impression) all this time. Can't complaint since that's decent, just need more users to generate more income obviously.

    I'm hesitant to throw full screen Ads into my games, it just feels so wrong and dirty to me since I personally hate intrusive Ads.