Halfgeek's Forum Posts

  • megatronx Thanks

    My original story (Intro text scrolling in-game):

    ----------------------

    A distant sector recently colonized is left stranded when the Jump Point to Sol Sector collapsed.

    Stranded, people held on to hope, but as time went on, hope faded. Necessity forced human ingenuity and endeavor to rise up.

    A hundred years have passed, the "Wildlands" sector is flourishing with wealth.

    However, wealth breeds corruption and resentment.

    Two major factions, the Yamada Defense Conglomerate and the United Security Corporation, have laid claims to the sector.

    Amidst the chaos, you are a thriving merchant, trading in all manner of goods.

    Your last haul was a contract for Zenith, the largest corporate entity in the sector. It was meant to be a simple delivery of precious R&D cargo to the New Kyoto system.

    But a massive fleet battle between the Yamada and the USC had the Junction system locked down. You risked a detour through pirate-infested Epsilon. It was a bad choice.

    Your ship was captured, the cargo looted, but (some) luck was smiling and you drifted back to civilized space in a life-capsule. You owe Zenith vast sums as compensation, your life's savings, gone.

    You struck a deal with Zenith, they give you an obsolete trade ship, the Nomad, and you work your way up again to repay the debt.

    ----------------------------------

    Storyline is complex and the player will find out more as the do missions. Eventually they can pick a side to finish the game with two different endings.

  • Very nicely written. I agree with the points you've raised... but I can't talk since I have no success in game development yet.

  • Joannesalfa Definitely Crosswalk/XDK does layout-per-layout loading of art into memory. The difference in startup times and memory usage is massive. My big game with CJS took 40 seconds to load even on beefy devices, uses 450mb of ram. On Crosswalk, takes about 10 seconds to load, uses 240mb ram.

  • Yup, Cosmochoria's success is really inspirational! But also at the same time, very humbling.

    I need some honest opinions from other devs and gamers.

    This is my current probject, summed up in one blog post: http://halfgeekstudios.wordpress.com/20 ... ck-glance/

    Have a look and see if you think its worthy of an attempt at Kickstarter, I'd like to spend some extra time and add lots more missions, systems and put in nice "talking heads" for story mission dialog as well as random encounters.

    Also I'd like to remake it with better graphics and higher resolution BGs along with using WebGL special effects for a PC release. So, good potential or its rubbish not worthy of bothering people about?

    Yup, when I got help I am very grateful. When I did not get help, I am fine with it. People have busy lives and we're mostly working on our own games as well.

    If you want help, the best approach is not to post a tirade about how bad C2 is. Ask for advice instead. Many here often are more than willing to chip in.

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  • Gawdamn Apple is all I can say...

  • Reven is the other big one on Kickstarter, over $36K raised.

    C2 has no issues with big time games for desktops.

  • Yes you can manually implement the API if you can code JS and make a plugin for C2. Otherwise hope Scirra do an official update of their own to support the leaderboard and achievement features. As I've said, IAPs work fine currently.

    Tutorial here:

    https://www.scirra.com/tutorials/645/in ... g-cocoonjs

  • Ninja Legacy (first C2 game, first time programmer) has over 3,600 events. Running silk smooth on Android devices thanks to Intel XDK/Crosswalk.

    My current development, Star Nomad, is up to 1,800 events already, and it needs heaps of random missions and storyline missions, events to go. I'm a glutton for punishment, making big games on mobiles from the get go.

  • IAPs work fine for Android and iOS with C2 and CJS. Apple's Leaderboard also works.. but currently no Google Play services.

    There is a definite lack of official documentation, I feel the devs focus primarily on desktop support and mobiles are a side-quest if you will. But the community have made excellent tutorials to get those features to work. I've used them myself in my games on Android.

  • Just made a quick combat preview video and the UI:

    And an updated Travel, Missions and Trade video:

  • I know all games need a minimum spec. I decided my computer is that spec. I respect that you wouldn't want to target my computer for a PC game, but that's not what I want to do.

    I was just responding because in the other post, you said you are getting very high CPU usage with the current implementation with physics, which is working very nice.

    If you want to target low end specs then as I've said, there will be sacrifices in assets, and implementation/code. Since you have decided to go for that target, then I wish you the best of luck.

  • Steam is a good representation of gamers: http://store.steampowered.com/hwsurvey/videocard/

    67% have DX11 class graphics (modern GPU as well as more recent Intel Haswell CPUs), 29% have DX10. Combined, its nearly 97% of PCs on steam that has a DX10 or above. CPU wise, to be paired with these graphics card (due to dx10 entry after these CPU), would be Phenom II or Q9400 etc. For me, these would be the low end I would aim for. Anything lower is beyond hope, generally drivers would be outdated or blacklisted and would cause all kinds of issues. NV have recently stop supporting GTX 8800 (DX10) series and below. AMD stop support for Radeon 4800(DX10)/5800(1st gen DX11) series as well.

    You will have to make that call as to what specs you want to target with your game, and whether you are sacrificing too much in visuals, gameplay and design to meet that target.

  • Sorry, is this game designed for mobiles or PC? If PC, I doubt you need to be concern with using physics, even with many more objects.

    Athlon X2 is ancient. The average PC these days is i3 or i5, which with turbo boost and better IPC, would be ~5 times faster single threaded.

  • But surely there are scenarios where a big image has to be used, and you cannot compose, right?

    Under such a scenario, even a weak mobile will run your game at 40fps+, try it, make a quick background and one character sprite and updating SpriteFont, compile and test on your device. Should be silk smooth with the text update.

    The only problem is multiple pictures like that compiled with CocoonJS will destroy even modern devices in terms of memory usage. CocoonJS loads ALL your graphics into memory on startup, even if you do not require it on your current layout. It's the bane for larger games.

    But if you do it, use Intel XDK, it will only load the assets required for that one layout. So such a scene, with a 720p background, a large sprite etc, wouldn't take more than 50mb of ram. It then frees the ram when you change layout into a another scene.

    I drew about 30 different 720p backgrounds for my Ninja Legacy (first) game, since I was clueless about good game design and about CJS's inability to handle layout loading... I ended up using about 11 BGs only and cut back on character animation frames. Still, the game used 450MB of ram with CJS. Same game with Crosswalk/XDK, only 240MB peak in a busy scene with lots of enemies.