firebelly
I create invisible object with anchor, and then, after 0.01s, make it visible... I prefer that than "moving" anchor on every layout start
make 4:3 window size
but 16:9 layout size
on start layout - scroll to center of layout
don't put important things on left and right border :)
for HUD objects (Score etc.) use anchor behavior
vagaev
whatever you will do - CocoonJS will ALWAYS export your app as a "Universal" :) And changing things in Xcode will not give any results (iTunes will still see your app as "Universal")
just FYI
Develop games in your browser. Powerful, performant & highly capable.
"and i must use external service like phonegap or cocunoojs to deploy my games....what's wrong????"
you should read tutorials, I guess :)
—
:)
first idea:
add global variable StartCounter
every second add +1
generate obstacles only if StartCounter > 3
reset StartCounter on every fail
Ashley
paradoxally it works better on my CocoonJS compilations than on Chrome (32.0.1700.107)
anyway: can I do anything?
in case of mobile my app is 1280x720, but I tested it on 854x480 phone (2x core)
now you can make "Flappy Ninja Bird" or just "Flappy Ninja" :)
yo, nice sh*t man :)
very realistic flapping
and unique spreading pieces... :)
Checked on Chrome,
Checked on CocoonJS compilation
it's especially visible with bigger objects (like 1/2 screen etc)
(even with not many collision checks (below 200)
Zharzew
I stick to AdMob because banner is just banner and AdMob have the highest fillrate
You can use "CocoonJS" plugin and then MoPub ads
ArcadEd
so there is no 100% user friendly solution for native apps, unless Google service will be supported by C2 or some plugin? // now I forgot to mention about Android //
games compiled in native apps
AnD4D
just check on your Android device. If you can see ad at least 1 time, then it's ok
guero
I don't have access to new AdMob