TheDev's Recent Forum Activity

  • That's a good question.

    How does layout-by-layout page loading works?

    Especially for mobile devices.

  • Good stuff guys, thanks for the replies.

    sqiddster: what have you found actually works for having people play your game? You sound like you've been there.

    jayderyu: what do you mean by "parallel product development"?

    bjadams: how profitable is desktop publishing? Have you published one?

    It's true that on top of the 30% you've got to give to android/apple, another extra 10% for appmobi adds up to 40% which is almost half of your profits for a game. Then again, when you don't have to pay for a programmer... it's almost the same profit in the end.

    Anyone of you guys have any names of games made with construct that are sold on the mobile market?

    Thanks

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  • Thanks for the reply andreyin!

    Do you know some games made with c2 on android or ios? Do you have names off the top of your head?

    I'll have to check what are the licensing costs for both of them wrappers.

    I hope it's not a percentage on the sales...

    Ashley will be in a better position to answer that... But what if my game crashes? Or I get an error message. Who would I got to first and will I need to bug both Ash and Ludei everytime?

  • Make the game using C2.

    Export for cocoon/appmobi.

    Let them wrap my game up.

    Publish it.

    Profit!

    Obviously, it's more complex than that, (I want to keep this post simple) but what would be the biggest issue to look for?

    What I fear the most is that the game could be rejected because it is using a wrapper.

    The costs for using cocoon/appmobi when it won't be free anymore or beyond x thousand sells.

    Support for my games from both C2 and 3rd party wrappers.

    The game runs well so performance is not an issue...

    What could I be missing?

    Thanks

  • Thanks very much for the comments and ideas! Very insightful.

    What you guys said makes a lot of sense.

    I was wondering what the game would feel like if it was more of an adventure game. The game was originally meant to be a puzzle game with bits of adventure elements and action to it, not a traditional adventure game so I will stick to the original plan.

  • RORY: Not that I was planning on using these words exactly, I really felt like casual gamers would find confort in playing the game the way they like it.

    I do believe hardcore players would react that way, but not casual gamers.

    I wonder if they would welcome the "casual" option as a customisation option more than a diminishing option.

  • Hi peoples and peoplettes!

    I'm making an adventure game with puzzles and I'm including bits of action elements in the game (ex.: you get attacked by birds you must swipe away, environmental hazards, you've got a health bar...)

    I know the usual audience for adventure and puzzle games is not used to that.

    So I added a "Casual" mode where you can remove any enemies and cut the damage in half.

    I also added a "Pro" mode where you get 50% health, more enemies, more damage and if you die you must start the game over, for the more "hardcore" players.

    What do you think about this approach to satisfy more players?

    Will my game look "all over the place" or will it rather look "customisable"?

    Thanks

  • I guess not.

  • The trick is to release the game with, say, levels 1 2 and 3, making the app only 20mb in space. (therefore easy to install on pretty much any Froyo phones and up) Instruct the user with limited internal memory to move the app to the SD card then install a patch or update from inside the game that can weight 40,80,100mb and not be a problem providing the SD card has enough space.

    It's a moment in the history of mobile gaming that sucks with phones with 200mb of internal memory... it's just that they still represent millions of users worldwide so just not supporting these devices is terribad.

    Google should have had an option to install apps directly to the SD card from the get go...

    Anyways back to solutions... Maybe there's a way from within the game to initiate an update from an external server. Maybe only through CocoonJS though.

    But is there a C2 plugin with such a function?

  • I'm developing a game for Android/iOS that will eventually weight more than 50mb in space.

    The problem is that some low-end phones have very limited internal memory and apps on android are always downloaded to the internal memory. Not enough space? Can't install app.

    I've had this problem when trying to install Angry Birds Star Wars on my Optimus One... had to do a super clean-up of my internal memory.

    Do you guys know if CocoonJS or other wrappers allow for in-game updating/patches? Or can we do it through C2? Maybe also force the download on the SD card?

    I would make a small release version of my game (say 10mb) with a few levels, then I would activate an update for the rest of the content to be downloaded on the users SD card.

    Any of you ran into the same problem?

    Any idea how to solve this problem?

    Thanks

  • Ashley: Just logged in to say: "Awesome!" :)

  • Hi there!

    The forums used to be fast and smooth scrolling. It is now very slow (about 5fps) both on default and dolphin browser.

    Low end phone here but hey I play Angry Birds just fine. :-)

    If it ain't broke...

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TheDev

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