Halfgeek's Forum Posts

  • IntelRobert , Hi, i love the Intel XDK workflow, and i have a couple of games ready to upload to Google Play, but i'm having a problem with the lag/latency in the audio, that ruins my games.I read that some other users have the same issue, and i can fix that on my own, any clues?

    With the audio fix and the Admob support...that would be my dream come true

    Thanks.

    Music will have a lag (which depends on how fast your device is), you can fix it by implementing a short window of time to preload the music, before triggering a start. Best done at start of layout, preload XXXX, then wait 3s, Audio Play XXXX.

    The sound effects, there is also a lag phase the first time that sound is played. You can also fix it the same way, just preload the sound effects you need for that level on start of layout.

  • I am trying to get a firm date.

    > IntelRobert

    >

    > Any possible ETA for AdMob or Google Store functions?

    >

    Thanks Robert, I'm looking forward to having my next space sandbox on Intel XDK, it's just such a better experience; much faster load times and more stable performance. But definitely need the Ads and Store function.

    Fingers crossed it won't be too far away.

  • > Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?

    >

    Yes the latest plugin is already included, but only in the latest beta version of C2.

    I just read through the comments regarding beta 169 and its mentioned that there's no inclusion of the open source CJS plugin... :/

  • is it possible to remove 3 seconds of ludei intro screen when I build APK using cocoonJS?

    Nope, its part of using their FREE service. They need the exposure.

    My big RPG still takes around 40 seconds to load.. staring at a flashing ludei logo for that long is not a pleasant experience.

    Wish Intel XDK would hurry it up and support AdMob and Store!

  • Arima Good point, using a WebGL shader effect on a layer is extremely taxing. In my test, just one one layer using an effect with a static sprite cuts performance in half on mobiles.

  • Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?

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  • It definitely has a performance hit, so use only as much as you absolutely NEED. Just ask yourself whether its a NEED or a WANT feature when you optimize your game. If its a WANT, is there a way to achieve a similar outcome/result with less work for the CPU? If so, do it. If not, make a call whether its important enough to stay.

    Trim the fat so to speak.

    I only have layers I need in my games, its never used for organizing objects because that's what the Z sorting command and spawning timing is for. My max layers is 6.

  • It's a learning process, that's true. That example was my first game with C2, and the first time I actually drew something seriously. It could be heaps better, and there is lots of room left for further optimizations. Still, it runs very well so I am impressed with C2 for mobiles.

    My next game is even more ambitious, so far its smooth on mobiles too.

  • This gets asked so often and the answer is yes, it just requires you to optimize your games for mobiles.

    Avoid WebGL shaders.

    Don't use more than 20 physics objects at once.

    Code efficiently, never waste your CPU cycles doing stuff that you don't need.

    Keep testing on your device as you progress, anything that cuts performance, you have to focus to optimize or not use.

    Proof? Look up games from others, I know two good examples of more complex games on mobiles: Poise and Street Kung-Fu, both have lots of art and runs smooth even on my old phone. My own example: https://play.google.com/store/apps/deta ... lite&hl=en

    Fast paced action RPG. See if it runs with acceptable performance for your liking. The first level is pretty tame and easy, but later levels have a LOT of objects flying around and much more particles and enemies. I've tested on older phones from 2010 and it runs fluid.

  • This is what I am doing, but i dont know...seems like nobody really likes it.

    Anyway here's the video

    Watched that entire vid, looks like a very fun game. The mechanics for combat is fluid as is the animation.

    Looks like you use Spriter too, and it works on mobiles fine?

  • I played through this game, very few manage to keep my interested and away from my own work. This game has incredible atmosphere, truly well done.

  • Sprite with inner and outer glow in Photoshop. 3 frames with variations in bolts.

    No fancy code or maths, just some sprites.

    For the origin, spawn a glowing circle sprite at that point, and on impact, spawn another glowing circle at that point. If you want to make it travel until it hits a target, just do a every tick increase width by X, and when it hits the target, stop.

  • IntelRobert

    Any possible ETA for AdMob or Google Store functions?

  • https://www.youtube.com/channel/UC0mQ2f ... mKvvALRRiw

    Both of these big complex games run absolutely brilliant on mobiles, even older phones. Theres no issue performance wise in general, but things like WebGL shaders are to be avoided on mobiles.

  • argail

    If you can come up with some witty lines, like taunts from pirates or police or just funny conversation one space trader says to another as a greeting, I would include it into the game and credit you in it.