ArcadEd's Recent Forum Activity

  • Are you sure you are opening up all the zip files on the Mac and not on a PC and then transferring over the files?

  • Man, I had this problem early on with Windows 8 and I'm trying to remember how I fixed it. I think turning off WebGL, but I thought Ashley fixed that bug a long time ago. Give it a shot though, maybe your phone doesn't support webgl?

  • Their Change log said it was fixed, but I don't have a samsung device to test it on. Is there a way you can test it and let us know?

  • Team size - 1 (me).

    However, I did outsource the graphics work. I am pretty bad with art.

    August will be a year in development. I worked on several other projects during that time too.

    Your suggestion on the variety is great and I already implemented that

    More sounds are being added too.

    I have a big update coming very soon.

    thanks for the kind words and feedback

  • Great info Silverforce

  • RookieDev does it do the same thing with the Launcher?

    If so, that will make troubleshooting at least faster. I would just start pulling aspects of your game out (obviously make sure you make a backup of your current version) and see when the issue goes away. Take something out, test, take something out, test. Etc.

    Even if the game isn't working this way, if you can at least get past the white screen, it will give you a place to start.

  • Out of curiosity, is there a reason you are not using Ejecta for your iOS build?

    Have you posted the issue on the github page? Seems to be the only place they pay attention to anything.

  • I'll try out Flurry first, if it doesn't seem like it's working, I might try to make one myself using AJAX.

    So far so good on Flurry though, going to try out CJS later today.

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  • Awesome, thanks man.

  • I'm curious how others are gathering feedback from players about how their game is played. What purchases are being made, how long a typical game is, where people are dying, etc.

    I was curious if there was a good solution for HTML5 that will also translate over to a CJS compiled game.

  • As my game grows closer to being finished, I have started testing it on mobile devices and overall I am pretty happy with the results using CJS. I just want to see if I can optimize anymore. Here is my numbers in debug. The only reason the FPS is lower is because its running in debug, on a normal PC, it runs 60fps file.

    Looking at these numbers, I am guessing the image memory is my biggest concern, but I'm not really sure what is bad for the other numbers.

    Thanks all.

  • codah When you die you should get a little Tombstone asking if you want to use your golden brain, did you not see that? How did you die?

    kbtbc Thanks for the kinds words. I am trying to keep the game below the 50mb limit for google play. Right now I am at 34mb not including any added Google play services, and monetization. Once I finalize that, if I have room for more music, I will do that .

    I really appreciate the feedback.

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ArcadEd

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Member since 3 Jul, 2012

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