Halfgeek's Recent Forum Activity

  • I use multiple particles of different shapes and colors when I want lots of variations. There is probably a technical reason why having different frames is not possible with particles as it isn't a sprite. Would probably reduce performance a lot.

  • Samsung S3 and S4 make the bulk of the Android market, S2 is really ancient and its marketshare is quite low. But definitely S3 should be targeted in any Android game.

    They have said the next version of XDK will have the option to ignore GPU blacklist. There's still lots of things on their to-do list, we'll just have to be patient.

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  • Then something is wrong, or its a bug, report it. Compiling with Crosswalk via XDK automatically signs the APK with your email/account details. It is ready to publish in GooglePlay as well as Amazon AND Samsung App Store. I have one APK from XDK on all 3 stores without any modifications.

    Crosswalk/XDK has the exact same performance as previewing over wi-fi on the mobile Chrome browser. If your game is running slow there, it will be slow after compiling.

  • Any update on Restore Purchase?

    Would be extremely nice to have it working.

  • I never had that issue.

    My games updated fine, kept all the progressed. Used WebStorage.

    It only happens when you manually uninstall the old version first, it will delete all the cache and saved data (webstorage). If you install on top of it, it will simply update and keep the old data.

  • It depends on how you make your game, Crosswalk can be slower than CocoonJS (usually not that much slower though). I have no problems with audio or music on XDK (you exported it into XDK and compile using Crosswalk for Android? Don't select just Android in the XDK menu, it will be done via the old engine which is horrible).

  • hmin I would avoid using Phonegap because it's very slow.

    Are you saying it's impossible to implement IAP in Crosswalk as future version?

    had said they are going to implement Store and iAds, I believe the timeframe was June/July.

    Fingers crossed.

  • Did you made your sprite a certain size based on the screen size?

    CocoonJS defaults to Scale Outer for its fullscreen.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • This is great news.

    Does this mean that when we export with NodeWebKit for MAC, the WebGL will be supported? Or it wont because its chromium based.. i'm confused.

    2014 is really shaping up to be the HTML5 year.

    Got Crosswalk/XDK, CocoonJS finally went open source with more features, IE11 and now iOS and OSX!

  • I think you have great potential here, definitely pursue it, develop more (add in stats checking and saving, ie. speed, accuracy, words that result in most errors, like a top player list for some fun competition etc), make it polished and beautiful. Have the options of replacing the sprites to cute-sy stuff that kids would love and parents would folk out $$ to buy for their kids to practice typing.

    Definitely lots of schools would be interested in it too.

    The reason i say this is your mechanics are awesome, really tight and everything just works flawless. With some help from professional artists you have an awesome overall educational game.

  • Mobiles don't have a video card. It's a SOC or System On Chip, with a CPU and GPU combined.

    The fact still stands that HTML5 is less efficient so to get 60 fps requires more processing by the SOCs than native games, thus, they drain more power, releasing more heat.

  • HTML5 is 50% slower than native code, so your game requires more CPU power to keep it running smooth compared to native games, that leads to poorly design devices to get very hot as they aren't good for high loads.

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Halfgeek

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