pcfernandesjr's Forum Posts

  • I think i`ll give up. I`m really frustrated with this.

  • Ha sorry but i'll need more time to understand how all those variables play together. You can keep trying new ways and testing. That's the best way to learn.

    If the game works as it is i wouldn't really bother with trying to optimize the event sheets. The performance gains you'll get is really negligible compared to the gains you'll get from removing unnecessary events, objects, collisions etc.

    If you are gonna use cocoonjs, export the project with version 1.4.7 rather than their 2.0.0 beta. Performance is definitely better in the older version.

    If the game works as it should at 60 fps on mobile, publish it and then iron out your event sheet for future updates.

    Pandy, your solution gave a huge improvement to the frame rate. I couldn't get less than 30 fps and that is great!

    But, there is something weird ocurring only on mobile. Sometimes the penguin just passes through the popsicles/ice blocks, without anything happening.

    That is really weird, I spent the whole Sunday trying to figuring out what is happening, but no success until now

    Hey, I liked your game. Simple but fun.

    Thanks man, I have hope that I will be able to port it to mobile. But it's being really hard. I wonder how must be design bigger games with C2 for mobile. ;/

  • Thanks Pandy! I'll study the changes you did to the code.

    Do you think that it is necessary to replace the every tick events with anything else?

    I've been testing using like this

    every second => add (block.bullet.speed*0.6)*dt

    instead of the current every tick event, but it doesn't work. the idea was creating a equation that could make the proportional amount of checks but every 1 second instead of 60 times a second

  • You need to export your game using CocoonJS or Crosswalk exporters.

    You can find several tutorials explaining the process, in the tutorials section.

  • What does your debug read in terms of collision count. I'm sure you can make the game without the need for collision checks. Try using the overlapping event and disable collisions for everything. The particles object is known to reduce fps count. Test test test in debug.

    Honestly it's easier to read an event sheet from a capx file. You can pm the capx if you want, i have some free time atm

    Edited the topic with the .capx

    Thanks man!

  • Anyone?

  • Hi there guys!

    Well, I finally got an Android device, so I was very excited in porting my creations for mobile, but I am facing a lot of trouble with the frame rate <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    The game I am trying to port is Penguin Slide! (I uploaded it on Scirra Arcade. If you want to take a look: http://www.scirra.com/arcade/action/12443/penguin-slide)

    I used the Infinite Runner demo as a reference for some coding and asset design decisions, but I already changed some properties and file sizes (which caused some undesired changes on the game visuals, such as the thin ice texture)

    • changed the background, that was a huge tile with the same size from the screen (480x640). it was divided into the thin ice and the snow borders (3 tiles, 64x64px)
    • set Collision to 'No' to every object, except the penguin. The ice blocks and the popsicles only have it turned on while on screen.
    • pixel rounding, WebGL to On, Sampling to Point, Clear Background to No and every layout's all layers' transparent to Yes

    Now I am taking a look at the code. I am using some 'Every Tick' events, and using timescale as well. If they are directly responsible for the game running so slow, I don't know, but since they are key elements to the game, I don't know how to recreate this mechanic in another way.

    Could you guys give me a hand and take a look at the code? I am trying everything but I am not getting much progress.

    Thanks in advance, fellows!

  • Great job man! That's a good rate for a non-exclusive license with no changes to the game.

    Thanks Ed! Your case study is really inspiring for me to keep going forward.

    taniafbd check this link: http://freelanceflashgames.com/news/200 ... -sponsors/

    I selected some websites from this list and contacted them.

  • Sorry I meant how long did it take them to make an offer after you submitted your game?

    Oh, i see. After uploading the game on Gamejolt, I sent some e-mails to gaming portals. It took 5 days to have a reply from one of them.

    Congratulations on your offer

    Thanks Tom! And thanks to Scirra for making this possible to me

    That's a brillant start, congratulations!

    Thanks Kenny!

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  • That's the average rate for non-exclusive. You can try negotiating up to $1,000, just depends how much you value your game. Exclusive average at $2,000.

    For revenue share, your best bet is to just do it yourself by using cocoonjs+ads and keep 100% of revenue.

    I see.Thanks for the tip!

    pcfernandesjr how long did it take from the time you sent it to them to the time you got the offer? For your first game $500 is not that bad at all.

    Working at night during 1 and 1/2 week.

    Yeah, I did a quick search around, and 's reply sort of confirms that. It seems like $500 is slightly above the average price practiced.

    Thanks for the attention guys!

  • It's the first time this ever happened to me, so I'm quite...dazzled.

    I recently finished a game (Penguin Slider, can be played at Scirra Arcade). and sent it to some gaming portals

    One of them just answered, offering me 500$ for a non-exclusive license.

    I would like to have some advice regarding this. Is it a good offer? Should I ask for revenue share based on how many plays the game have?

    Thanks!

  • How big is your monitor?

    Have you tried picking it up, and tilting it to see?

    Yeah, nope.

    Best bet get a friend to test for you.

    Dude, if you didn't had anything to contribute to my question, it would be better for you to remain quiet. Sorry if you are upset with something or if you are facing some problem, but I have nothing to do with it.

    Reported.

    Well, you could call the same function in your events the game calls when a tilt is detected when clicking on a button, but in any case, you won't have the tilt orientation. To test it truly, you'll need a friend (or another device)

    Thanks for the suggestion Guizmus! That should work for the moment.

  • I tried to test it opening the html on my Nokia Lumia 710 and on a Samsung Galaxy Y, but it doesn't work.

    As I don't have more advanced devices to use, Is there a way to test it on a desktop browser? Just like the touch can be emulated by mouse click?

    Regards

    Paulo Fernandes

  • Hi guys! Well, I'd like to share a big frustration of mine.

    I frequently find myself struggling against getting my games working properly on mobile browsers.

    Before exporting my project to HTML 5, I make sure that the following list is properly checked:

      I add touch functions properly The fullscreen option is set to Letterbox integer scale Orientation is always locked on its native orientation

    Then I host the game folder on my Google Drive account. Tests on my notebook are ok, now time to test on mobile devices:

    Testing in my Nokia Lumia 710 Signed as (WP) and my girfriend's Samsung Galaxy Y: Signed as (SG)

    (WP)(SG)The game window doesn't stretch to fit the screen

    (WP) Several images suddenly stop loading (i.e a screen renders properly, but in a second time, there are elements missing)

    (SG) Touch doesn't work

    (WP)(SG) Orientation is not locked, so:

    (WP)(SG) Gamma Orientation doesn't work

    I always face this kind of problem when I'll test my games on mobile devices. So I came here asking advice from you guys.

    What would be the best way to test games in mobile devices? How do you guys usually do?

    Cheers!

  • Thanks Beaver! Glad you liked it! :D

    Can you send me a screenshot? The game uses a spritefont, so that problem shouldn't be happening.