Halfgeek's Forum Posts

  • > lwgames

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    > You are seriously doing something wrong if you cannot get a flappy clone to work great on mobiles.

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    > Took me 4 hrs to do a flappy clone with my own art: https://play.google.com/store/search?q= ... apps&hl=en

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    These games are all using CocoonJS, which is currently the only way to get good performance on mobile devices in many cases. But of course CocoonJS is coming with its own bag of problems. That's probably why Scirra is promoting the use of Crosswalk, which doesn't do anything to speed up HTML5 games compared to just using the mobile Chrome browser. Which may be relatively fast, but can in no way rival the real thing. So I think it's fair to say that there is indeed still a general performance problem with HTML5.

    Actually, my most complex game is done with Crosswalk via Intel XDK, because CocoonJS falls on its face with big games with lots of assets (450MB loaded into memory!!)

    <== flawless on older phones with a 1ghz dual-core and 512mb ram.

    Crosswalk actually runs smoother/faster than CJS as it is, the only downside is its lack of Ad/IAP support, but its a temporary downside from what is saying.

    Yes, we have lots of room for improvements but as it is, you can create great games with the functional parts. Will you be able to make whatever you want run great on mobiles? Heck no. Figure out what works and what doesn't and optimize.

  • Flappy Clones market themselves, because FLAPPY is a very oft search term and since its an on-going fad, those who like Flappy games will try newer clones "just to see" and if they enjoy it, they tell their friends. I know because my own Flappy Clone: Flappy Sperm (https://play.google.com/store/apps/deta ... free&hl=en) is about to break the 50K download mark, with no marketing.

    It's what a viral sensation is all about. But Flappy was pure dumb luck.

    Ive been reading what other successful devs have to say and its not looking good... 33% is about making a great game. ONLY 33%? Apparently they think so. The other 33% is marketing. The final 33% is pure luck.

    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.

  • You are compiling it with CocoonJS or just loading it via the browser?

  • lwgames

    You are seriously doing something wrong if you cannot get a flappy clone to work great on mobiles.

    Took me 4 hrs to do a flappy clone with my own art: https://play.google.com/store/search?q= ... apps&hl=en

    Another of my simple game, but with heaps of moving objects, bullets and sine behaviour, runs flawless even on very old phones:

    Fast fighting game also works great on mobiles: Street Kungfu (https://play.google.com/store/apps/deta ... ngfu&hl=en)

    Fast platformer: Poise (https://play.google.com/store/apps/deta ... oise&hl=en)

    Some of the criticisms here are very valid, but this is not a fair criticism. Simple games do work great on mobiles with C2 and HTML5. Even bigger complex games work well. Just because the engine is easy to use, does not mean its easy to optimize and plan your game around the limitations of mobiles.

  • Update (22/03/2014): Decided on Star Nomad as name. Game is coming along very nice, all the factional AI is completed, fighting between faction fleets work great. The travel system is working great, jump into a jump-point take you instantly to another sector out in the correct jump-point. A few more art (icons for equip and inventory) remain to be done.

    More screenshots.

    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... so lure them into the militia patrol and let them fight each other!

    Pirates use plasma cannons, its great single target dmg, but militia specialize in beam cannons, which do aoe-line damage, great for bigger fights. Silly piwates did not survive to regret chasing a poor ole trade tincan.

  • Don't do it, it's unethical and disrespectful to your customers. Contact real reviewers and let them do a honest review.

    I mean the whole notion of paying for a review is idiotic, because how can you trust the opinion of the reviewer to not be biased when they are paid for it from the app developer??

    It just seems like marketing is so crucial (no matter how awesome your game is, if nobody knows about it... ) and a lot of guides from other successful indie devs mention how they spend $1,000 minimum on marketing their games.

  • I've recently published a few games on Google Play and I keep getting email solicitations from apparently popular Android review sites for their paid app review service, with prices varying from $99 to $249. They always mention the classic line: "You work hard on your app, don't let it die in the swamp that is the Play Store" or "Without marketing, your app has next to zero chance of being found/noticed".

    Anyone have experience on marketing via review sites?

    If so, is it worth it and which particular sites can you recommend for Android games?

    I'm currently working on another bigger title, space sci-fi sandbox, inspired by privateer, elite, escape velocity and definitely considering to push it with some $$ if that's what it takes.

    Thanks!

  • : ...hmmmm... interesting story.... academic or industrial research? ...ahhh... either way is bad pay...

    Academic. Pay is meh for the work load (12 hr days, go into lab anytime work required it, sometimes I get in at 3AM) and prospects to have a stable career in Academia is extremely low given the positions available and the number of applicants, most of whom are willing to sacrifice more (ie family, to work 16hrs a day) to attain it than myself.

    But as I've said, currently I work 12-16hrs day on my games, pay is near non-existant hehe. But at least I am a happy man doing what I love and able to work from home and watch my kids grow up. If I ever become successful, then indeed, its a dream come true. Life is short, spend it doing what you love.

  • Cannot swap due to the different keystore, Crosswalk auto signs with its key linked to your account.

  • I always signed with jdk1.6.0_38 and never had an issue.

  • Cool graphics man... are you doing it alone? i'm dying without good graphics

    Mostly solo. Had to self taught art and animation. Construct 2 is great, because I wasted about two months trying to self teach JAVA and using AndEngine.

  • I self taught graphics design and animation. When you're a broke indie dev, you have to do it all.

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  • Phucking sweet! The menus alone would give me nightmares thinking about all the code involved, not to mention the turn based AI. Definitely an instant winner on Steam!

    Also, Tactics Ogre is my all time favourite turn based RPG.

  • Very smooth so far, keep it up and looking forward to an awesome retro game!

  • Welldone, it is very fun and addictive! I don't normally play through the entire demo of most games on here (due to being so busy), but your game made me want to complete it, and I did.

    If you expand it to have many more levels, you are onto a winner for mobiles!

    ps. I like the simple retro graphics. You nailed it for gameplay and that to me, matters most.