Joannesalfa's Forum Posts

  • If we had scroll X/Y to the object, ScrollTo behavior should be removed.

    I think every behaviors should have disable/enable actions, so I agree this small suggestion.

  • There are 2 advantages using Game Closure against CocconJS:

    1-You can locally compile .apk or .ipa on your computer (mac) with SDKs instead of Cloud compiler. (It looks hard but easy to learn.)

    2-No forced splashscreen as "Ludei, powered by CocconJS" GameClosure uses MPL license.

    There are some disadvantages, you need use DevKit to install plugins using command lines to integrate in following plugins:

    -IAP

    -Facebook

    -Geolocation

    -Local Notifications

    -OUYA controller

    Some functions need new plugins for C2 to access these functions.

    Also GC offers Ads and Analytics such as: Leadbolt, Google Analytics, MoPub, etc. Everything is Javascript.

  • Can you compare between steam and desura?

    Does steam hold the payment until 500?

  • Joannesalfa Thanks!! I'm extremely happy that you like it! When it is finished, I'm aiming for Steam etc. I kinda want to get it onto consoles. But I used webGL in the game for the raster FX the console would have had. So some effects will be cut as and some gfx will have to be replaced for console.

    Right now I'm not releasing it until a proper version of the tiled sprite program is completed. As of now the graphics are garbled and that fire sprite in stage one is animated, large and repeated through out the entire level eating up massive CPU.

    I pushed the release date back to March of next year but if things are fixed with the plugins, etc I will release it earlier. I want it as polished as possible for an "NES" game!

    I have a WebGL effect about animated tile doesn't use massive CPU.

    demo:

    http://powerupware.com/HTML5/tileWebGL/

    Send me a PM

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  • well, as you can see this thread, CocoonJS helps you to make simple games, but not robust games.

    However using WebGL in CocoonJS doesn't improve performance at all.

  • not considered as "best option"

  • You should use A & C depending on light scenes.

    B & D look "demake" than A & C.

  • I really love this game, I downloaded this game, do you plan it to release in steam, desura or some store?

  • Using debugger can decrease fps, otherwise without debugger, it would stay stable fps.

  • Joannesalfa does your game run smoother with game closure I mean in frames or runs the same as with cocoon?did you notice a diferrence?

    I can't really compare my game between cocoonJS and Game Closure.

    You should try Kiwi Run! in Android or iOS, I tested this game on my iPod touch 4, it runs really nice like native performance.

    There a game space blaster I could compare between cocconjs and game closure.

    You can download APK from Game Closure port from C2.

    https://github.com/bubbleboy14/scblaster

    and you could export Space Blaster with cocoonJS. I tested with CocoonJS launcher.

    I tested with my android tablet, there are results:

    -CocoonJS: Choppy performance, less playable, lag when appear a group of mines.

    -Game Closure: Fair Playable, No choppy performance, can handle a lot of objects like mines.

    You can download this APK, judge yourself.

    I personally think Game Closure is definetly helpful tool when you are ready to distribuite your games in iOS and Android without a mobile device to test (unless you should test with touch index), waiting to CocoonJS update is too excessive.

    Please every C2 users should convince Ashley to allow Game Closure exporter in future updates. We don't even know how to create our own exporters from C2.

    ghost No, it's an example for using Game Closure DevKit. It seems successful.

  • Yes!

    I was looking at Hangout API, I didn't have to develop with plugin because I was very busy in other projects.

    It's nice to have multiplayer such as chat, coop, etc.

  • This is a game is using Game Closure technology, it looks like a robust game including IAP purchases, it has been done with Javascript/HTML5.

    It's not Corona SDK, neiher other frameworks for iOS. It's HTML5.

    https://itunes.apple.com/US/app/id568975017

    We shouldn't wait to CocoonJS updates, it's time to deploy our games to iOS and Android with Game Closure.

  • > GameClosure export, they provided an example of space blaster that Ludei couldn't port this game using cocoonjs.

    > http://www.gameclosure.com/blog/2013/03/space-blaster-meets-mobileLooks nice, have you tried it? Does it support in-app purchases?

    ghost yes, I tested APK on my android device, runs really nice and the doc says it supports IAP.

    http://doc.gameclosure.com/plugins/billing.html

  • Maybe Chrome for Android is a better bet.

    Not really, all low-end android devices aren't able to run HTML5 games in chrome (FPS 1-4). Android app with cocoonjs could work (FPS 30).

    Appcelerator isn't strong about robust gaming.

    Besides, I'm interesed about GameClosure export, they provided an example of space blaster that Ludei couldn't port this game using cocoonjs.

    http://www.gameclosure.com/blog/2013/03/space-blaster-meets-mobile

  • yeah, that's true about none of them know how to sail a ship, they shouldn't develop games for android and iOS using CocoonJS, target to browsers with touch support such as flash games without plugin, so forget about iOS and Android.