Halfgeek's Forum Posts

  • swordofsolace

    Thanks for the excellent advice, it's very much appreciated.

    As a new indie, is it worth it to buy Ads to market your game? Maybe on gaming review sites or via mobiles.

  • Congratulations sqiddster, well deserved too, your game demo along with the zero shmup demo on Scirra Arcade was the reason I decided to go with Construct 2 originally!

  • https://www.scirra.com/tutorials/908/fa ... button-php

    there's also a tut for twitter.

  • Rotate on the Axe, in Bullet Behaviour, disabled set angle. If you have Set Angle on, when the Axe rotates it changes the bullet direction. If its disabled, the bullet movement will fly straight while the sprite is rotating.

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  • You can do a lot via plugins and behaviour if you can code JS. Ultimately all engines need additional plugins to give it features above and beyond the basic. For Unity this is more the norm, as you would have to buy additional plugins from other users. I do think Scirra needs to have a webstore for others to sell their work for other C2 users, its one of the major factor in why Unity is so successful.

    The vast majority of C2 users are not programmers (myself included) so we wouldn't have a clue on how to do a complex behaviour plugin in JS, but if there are user made ones that work, I am more than happy to pay some $ for their efforts.

  • >

    >

    > Oh, this blog series is an excellent read for any other new indie dev: http://www.gamasutra.com/blogs/DavidGal ... Part_V.php

    >

    > Really eye opener.

    >

    Interesting, from an indie PC view.

    His game made a lot of $$ on iOS and Android, so porting games to more platform is the best approach. I see him as a perfect example for potential of C2 users, because C2 is able to do mobiles and steam/pc/mac games off one code base.

    Essentially he did mention spending money on marketing his games, prior to getting Steam Greenlight where the major $$ was.

  • Yes, you described the situation quite accurately. Im myself involved in academic research and know firsthan........

    byebye

    p.s.

    In what field were you working if i may ask?

    Molecular Biology, University of Geneva.

  • There's no best, just what you need most.

    Small games with Ads/IAPs = CocoonJS

    Bigger games as paid app = Crosswalk

    Hopefully very soon, bigger games with Ads/IAP = Crosswalk!

    Working state is good in my own experience, but I take great care as I build the game to frequently test it on mobile devices, and always check my code to ensure they aren't taking too much CPU.

    Highly recommend C2 for Android Apps.

    I only have a few games (recently launched) so far: https://play.google.com/store/apps/deve ... dios&hl=en

    But I like C2 a lot.

  • A lot of those negatives are possible to do, but it requires some programming knowledge or clever usage of variables. It should be labeled as "hard to do" rather than anything else imo.

    Look at this and be in awe of the UI, inventory, unit AI:

  • I have made $22k from my html5 games selling them exclusively not a huuge success but it is something

    Thats already quite rewarding, I'd imagine $22K is no small change in many countries in the world. Keep going and you know what they say, success breeds more success!

  • Love fishing IRL and in games, looking forward to this one!

  • My Space Sandbox RTS: Star Nomad (Designed for mobiles)

    This is almost a sector wide zoom-out, can see all the stations and jumps, along with trade ships making their random routes, police/militia patrolling to provide cover.

    An interesting tactic here, the player has a crap starting ship, no way to fend off all those loot-thirsty pirates...

    Silly piwates did not survive to regret chasing a poor ole trade tincan.

  • I can finish all tasks and create my APK. But when I download to any Android device it will not let it install.

    You have to change security settings to allow APK from unknown sources to install.

  • Sorry, but in my experience it's simply not true that Crosswalk runs faster than CocoonJS. Crosswalk does simply perform like the mobile Chrome browser would, while CJS is accelerated and can actually reach native-like performance in otherwise hopeless cases.

    Your game may work good with Crosswalk, but it's also not crucial for that type of game to have smooth 60 fps or anything close to that. Don't get me wrong, I do like Crosswalk, but I also like to stay realistic about the way it performs currently.

    I had FPS counters for both my CJS and Crosswalk build, practically the same, except CJS has stutters (probably due to too much memory use) while Crosswalk is smooth. And its 50fps on older devices, with Samsung S4 or Nexus 7 pegged at constant 60 fps. It is crucial for a fast paced physics shooter to have fast frame rate.

    Because of how well Crosswalk worked, it inspired me to make another complex game, sandbox space RTS: Trade ships flying around to and from jump points to stations, patrols zooming about the sector, pirates looming and even big fleet fights between major powers. Missiles with trails, point defense lasers shooting missiles down etc. Heaps of particles, and rotating asteroids, planets and moons. So far its running very smooth on Tegra 3 devices.

    Performance wise, I have zero complaints. Whats lacking are features, ie. Monetization, Social (Google play features).

  • i was talking about web mobile, not wrapper cocoon/sdk mobile....

    Was your flappy clone running on mobile Chrome browser or the default browser??