Wink's Forum Posts

  • BluePhaze I don't know if you heard the news yet but last week appMobi was acquired by Intel.

    http://html5dev-software.intel.com/

    http://www.scirra.com/forum/topic63887.html

  • guero Your welcome. Check your PM.

    I think it will be very easy to convert your game to support multiple resolutions. I sent you what I have so far, and what I need from you to complete it.

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  • guero I'm sorry to here it's not working for you. Have you read Ashley's Supporting multiple screen sizes tutorial?

    Without actually seeing your .capx game project it is hard to give suggestions.

    If you cant find a solution I would be willing to try to help you with this but you would have to share your .capx with me. If your game is a commercial project, and you don't want anyone to see it you could PM me a download link. I will even sign any Non Disclosure Agreement you want before downloading it.

  • guero Here you go:

    https://dl.dropbox.com/u/43763487/examples/multi_resolution_example.capx

    This is a simple example of supporting multiple resolutions. Remember every game is built different so you might have to do some experimenting to get things working correctly but this is the basic idea.

  • guero If your games window size was 480*800 just set it back to 480*800.

    What you want to do first since your window and layout size are the same is extend your background layers tiles, and or sprites much farther past your window size in all directions. This makes your background fill all resolution sizes.

    Then extend each layers tiles, and or sprites to match your newly extended background as needed.

    Also set the Parallax to 0 in the Layer properties window when Unbound scrolling is set to Yes on certain layers.

    Other than that your other settings seem correct. It is hard for me to guess since I cant see your project so you might have to play around with it to get it looking right. There are no rules to this method it is just a lot of trial, and error until you get it working.

    Basically you are just trying to create the illusion that your game is in full screen on all devise resolutions. I know this all seems confusing but once you get your game working your next one will be easier because you will just build it differently right from the start.

  • Thanks again ArcadEd, I think I will give the publisher rout a try :)

  • ArcadEd That's good to here your game is doing well on iOS. Iv been thinking about getting a Mac mini but wasn't sure if the $600 investment would be worth it just to get my games on the iOS market.

    Ya, I guess getting my games on more platforms is going to be a necessity if I want to monetize.

    Are you using marketJS to find publishers? Or are there more companies like this out there?

    Sorry for asking so many questions. I have know problem developing games I just feel a little stuck right now on the marketing, and monetizing side of things.

  • ArcadEd It's looking like we might need a better businesses model for monetizing our games other than just ads. But how else can you compete with free?

    I know it's all in the numbers but if your a one person game studio there is just no time for marketing. That's a full time job on it's own.

    Thanks for sharing your info though.

  • Wow! I was wondering why appMobi wanted me to make some changes to my account last week. That and there support forum, and a large part of there website seems to be missing.

    I wonder if Intel will get direct canvas for Android working now?

  • I set mine up the same as you did:

    On start of layout--> Show banner ad top center

    I did this for all my games layouts.

    Your test ads should be viewable from the CocoonsJS launcher. One of the problems with MoPub seems to be is that ads most of the time don't appear for the first several minutes of game play. 2 to 5 minutes on the average but every once in a while they will appear right away.

    AndyWatson And I thought I was getting a bad fill rate. For the past 14 days my game Falling Fruit Frenzy has had 63.55% Fill Rate, 107 Requests, 68 Impressions, and only 4 clicks with $0.00 Revenue   <img src="smileys/smiley19.gif" border="0" align="middle" />

    My game only has a total of 37 downloads two are mine. I guess the fewer people downloading, and playing your game the better your fill rate is.

    I guess I really don't understand how we are suppose to monetize our games if AdMob wont pay you for clicks <img src="smileys/smiley5.gif" border="0" align="middle" /> The AdMob ad unit, and MoPubs default banner is all I'm using for this game right now.

  • lorinbeer Sorry to here you need surgery. I hope everything goes well for you.

  • guero I wrote a little something about this here:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=screen+resolution#376578

    If you read through all the posts I go over some different techniques I use for different game types. Hopefully you will find it helpful.

  • Blinx123 I noticed that you are using a Multiline box plugin in your .capx. I wonder if this might have something to do with your issue? Most plugins I have tried seem to work with phoneGap on Android but not with accelerated wrappers. But there is a firs time for everything.

    I don't have a WebOS devise to test on right now but it is on my list of devises to get.

  • Blinx123 I have never had any luck with using the button object in PhoneGap or any other mobile wrapper. What I usually do is use sprites as buttons, this way I can make them match my games theme better, and they always work.

    Here is an old example I made a while back with a rollover effect:

    https://dl.dropbox.com/u/43763487/examples/buttonexample.capx