Nagval333's Recent Forum Activity

  • Thanks! Really good thing!

  • I will start with the problems. I played on my low performance asus laptop. It's take a long time to load the game and it's stuck sometimes on 42% or 70%+ on my Firefox, after the page reload, the game proceed the loading. On Chrome it's much better, but sometimes I find some problems that I had to reload. Once after first fall, the player stuck in the crouch position. Ok, maybe most of these problems causes by the low performance, but I guess you will prepare it to mobile.... So you must to optimize it, or use other engine IMO

    Now about the game. First of all it's short (once you figure out the way, and find the place). Second the game is awesome. Really it's very atmospheric, beautiful and deep journey. The ending is beautiful too, it took me a long time to figure out the way, but it's worth it.

    P.S sorry for my Eng

  • Very cool and widely useful effect

  • [quote:13bnvp8k] Look at you, hacker: a pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?

    SHODAN

  • [quote:12nu60va]If i have time i will adapt something like this .. here is an example of mario kart track ported

    with sprite3d in C2. This mean you can do anything with C2... 3D too with including javascript 3d Engine./ like threejs, paperjs

    Unbelievably cool!

  • luizgama Good plugin, there is many annoying ways to make that effect in construct, but your plugin make this work in one step.

  • I can't help you, I think the problem is not on AdMob call logic but maybe your game not well optimized. By the way in my game (IntelXDK///cranberrygame///the ads works pretty well) I used AdMob banners and interstitial, on interstitial side the "preload" is very important, but in banner side I just used "Show Banner" and "Hide Banner" functions (without "preload") /// In my case I used Bottom centered size Banner, not a smart///

    [quote:3sfv3rhw]So I think the Admob Ads is reducing game performance

    Yes, I think you right. In my new project, the AdMob "preload" step make game a little lag. I guess my trivia game was pretty simple and well optimized, so there is no lags. The new project is much more complicated and I'm pretty sure the main reason is a bad optimization of my code etc together with "preload" function make this "lags"

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  • There is no native export to Android. You get HTML projects and you have to use services Like Crosswalk&Cordova etc

    [quote:3ehusgmr]noone informs you about

    You have one of the biggest community here, there is a lot of information about all the program nuance, The export issues to mobile platforms discussed countless times.

  • [quote:3sz6xugv]that's weird. Some kind of a strange magic synchrony there ;P ... But I'm glad you liked it

    <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> From what I saw, I use pretty different logic, but overall, the same concept.

    I'm planning to release it on mobile as well, but XDK isn't working quite good and signing the app with cocoon.io is giving me headache.

    Just use the APK signer, once you learn how to work with it, it will ease all your work.

    http://help.shatter-box.com/wiki/androi ... pk-signer/

  • neverk it's really cool and it's wondering because I'm just working on the same game concept

  • Awesome examples!

  • Thanks Gigatron (I have run it on my regular KMPlayer)

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Nagval333

Member since 11 Nov, 2014

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