Aphrodite's Recent Forum Activity

  • It is working again, and I rated it on the google play now, looking foward to other creations of yours in the future.

  • If really the sellings are not increasing, some people actually have ads combined with an in app purchase to get rid of the ad, but I do not know how that would work in practice (I think most people also do not want to use their bank informations on the google play, that could explain partially it too, old games were bought in a physical store).

    I killed the two first bosses, the difficulty ramped up, I would assume this is actually near end game, it is hard to make the choice to not use the score, which I like since to have a better score, you need to get better.

    Also If you can find a way, try to have an online scoring system if possible (even thoug I think it is not played by that many people currently from what I read on your website, and I can rassure you, for its price, it is worth it).

    Edit: when you have full life, and you upgrade it, you end up having one less HP than the maximum, not sure if this is corrected in the update

    Edit:I just updated it, and it is stuck a 56% loading (and it becomes red, which is normally C2 saying it cannot load a ressource)

  • Ok, first C2 game on android I ever bought, will it be good enough for me?

    God it actually is!

    Even though the tilting control were not working on my samsung galaxy tab 3, I still managed to have some good fun with it, I love the chose an upgrade at the end of the level, I really like the fact your score is actually money that can be used to repair the ship, the energy ammo thing is also nice, and having a good maitrise of the shield can I am sure be pretty nice against some ennemies.

    I got pwned by the first boss, but I will get my revenge soon enough I hope.

    The game was running at a solid framerate (which makes me think crosswalk), the graphics are nice, the music is not too repetitive (even though I do not know if it ever changes yet), sounds were working perfectly, I was on a tablet and find the controls not that big, I wonder how small they could be on a mobile phone, unless it was designed that way on tablet and differently on phones.

    I rarely buy games because only a few catches my attention, but I still prefer buying a game than having ads inside a free game, your game is a paid one, and I must say, I am not dissapointed at all, the only downside being the non working tilting controls, but for that price and the good fun I had, worth it totally.

    I will play it more tommorrow to have a second view on it, then I will rate it on google play, but I think it will have a good set of stars. Really satisfied with it, and the finitions seems fairly well done too (even though K was more concentrated with the actual gameplay rather than neatpicking).

  • I know this is old, but I just stumbled across it.

    I did a performance test between iOS8's WKWebView and Ejecta. We have a pretty complex scene. I really don't think the WKWebView is going to be THAT much better. It is great for simple pages, but for games it still doesn't cut it.

    With a large scene we were getting 50fps for ejecta and crawling around 10fps for WKWebView.

    I don't know if someone created hooks to make phonegap + wkwebviews + canvas better, but its doubtful.

    How did you managed to try this test out, and on which device?

  • That may sound out of place, and maybe it is, but just before changing the layout, would showing a "Loading..." do the trick? If the game freeze completely for a short time with a "loading" displayed, I am pretty sure people would not be that concerned about it.

  • I indeed would like to see a way to organise 3rd party plugins, like they will not be just WIP and completed addons, but somethign more precise

    Like which exporter is targeted (html5, phonegap, node webkit, every exporter, etc...), what kind of feature it is (movement behavior, organisation behavior, non global plugin (like an object you place in the layout), global plugin (sort of like an API plugin for exemple).

    Just my 2 cents

  • 100 event limit? What?

    Does that include subevents? That's not good, I didn't know about that. I better google...

    Nope, this is not true

    Thank goodness. I got worried. That would be ridiculous. I'm probably at or near 100 events now.

    C2 ide does start to slow down and get a bit buggy as the size of the project grows, but considering everything it's doing I can't fault it.

    OP I too have messed with tons of game development apps and libraries. C2 is great. I'm not sure what you meant by "limiting", because there are literally no limits to what C2 can do, well, within the confines of html5.

    Great software at a pretty good price.

    Pretty sure he was talking about the 100 event limits of the free version

  • First, regardless of the exporter, always think first of the organisation and the readeability of your project, reorganise it if you cannot read or edit it easily, use the functions to group features (for exemple, do not use directly the action to show an ad, set it inside a function that you will call, so if one day you have to change how it is handled, you can do it in one quixk edit across all the project), performances should never be the first thing you think about, as a dissorganised code that performs well is impossible to optimize, while an organised code can always be modified in a flexible way.

    Flexibility is also an important thing, less edits you have to make, less mistakes you are prone to do, so work on one thing at the time, and polish it so it is easier to modify across the entire project.

    Test early test often, On the less powerful targetted device, with multiple exporters if you are not sure which one to chose.

    Finally do not do a complete code that is exporter specific, if you are using functionnalities for a specific exporter, they will be better when isolated behind functions, and all in the same event sheet, so in case of a change of wrapper, of plugin, or if you want to target other platforms at the end, you can change all of this in one quick go, that will work with not troubles normally.

    Also please, if you can, do not target every possible devices if you know your game cannot run on them, or just give a graphical menu option combined with a compatibility mide for the logic if you can influence that without breaking your game.

    Also, WebGL is a benediction on platform that supports Jit compilation of javascript, yes, iOS + cocoonJS or Ejecta, when they do not benefit of the jit compilation suffer with webGL due to the js overhead, but otherwise it just works as intended and is plain faster.

  • If maybe you can base off an existing open source engine like game develop with a nice team, then maybe you could have the basis of the event system, just a though.

  • On the home page:

    https://www.scirra.com

    In the companies using C2, appmobi is listed, however I think since it has been bought by intel, intel should be at this place then, but I am not sure about that.

    On the C2 specific features page:

    https://www.scirra.com/construct2

    "You can also reach the popular iOS and Android app stores using wrappers like CocoonJS, appMobi and PhoneGap — all three with built-in support."

    I think appmobi name's changed to intel AGI, ejecta and crosswalk are not directly listed, and CocoonJS and Indirectly intel AGI is described "with built in support", but since they were deprecated and the only viable and up to date cocoonJS plugin is not inside C2, the mention of them should not be there anymore (the related screenshot could be updated to not feature cocoonJS and intel AGI too)

    If I see somethign else that could benefit for a slight update, I will add it to this ^^

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  • So this is meant to be used with point sampling I would assume, is the display is not a multiple of the basic scale, how would that render?

    PS: I can imagine easily how that would be useful in corrolation with an graphics quality option menu ^-^, and if with the "low quality" setting in C2 it still looks good, that could be a real nice thign to have, even though I would not count on that.

    Will probably get it once I get my PC back

  • > Everyone here knows CocoonJS has it's flaws, but until PhoneGap is running 60fps with full Game Center support and all the Apple users have switched to iOS8, I have NO other option as an iOS-dev.

    >

    > Also this is business, so I do not take things personally. That means I do not care about the reasons behind this newfound interest in C2. As long as things work, I am content and keep using their service.

    >

    What is your solution to the 15MB app size limitation?

    I couls be wrong, but I am pretty sure this limitation only applies to the phonegap build service, and so building locally would not have this issue. (Also another issue people had in the past, building in the cloud only for cocoonJS, not sure if that changed)

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Aphrodite

Member since 20 Dec, 2011

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