Halfgeek's Recent Forum Activity

  • I would make a MMO version of my top-down space sandbox for mobiles, for sure.

    Imagine eve-online, but with more easier controls, more fast-paced combat, but retaining the same level of depth and complexity, ie. capturing star systems, building outposts, factories, mining operations, hauling goods and a great player-driven economy.

  • SecondDimension I loved your game, its quite unique and the art is very stylistic but simple, so its visually pleasing. The idea of switching to different animals and such, could be great for a much grander game, something like a survival RPG.

  • Letterbox scaling is not good fro publishing to mobile devices. That is where the scale outer/inner come into play usually to avoid odd scaling issues like the black bars which will keep you from getting published on Android and iOS. They really don't like black bars.

    For CocoonJS? I set it to scale inner and outer for testing but it comes out the same. In C2 its set for full-screen letterbox though. I had read somewhere that CJS needs it to be set as such in C2, is this no longer the case? If I set it Scale Inner in C2 and the scaling works with CJS compile?

    For XDK I've always just leave it on Letterbox and it works on any screen ratio I've tested it on. Maybe the Letterbox scaling causes the image blur??

    Edit: Ah I got that from Ashley's tutorial from 2012: "The letterbox fullscreen modes are not supported. If they are selected, it will fall back to 'Scale outer' mode instead." Thats why CJS has been giving me black bars, since it defaults to Scale Outer, I had forgotten about that issue. Guess Scale Inner in C2 and Scale to Fill in CJS should do the job.

  • Hi, , Thanks for your feedback. I am from Crosswalk team and working on Crosswalk development. I'd like to look into the issue your report. It would be better if you could upload your apk or a simple way to reproduce this issue.

    > IntelRobert

    > In regards to the visual clarity (or lack of), this was raised awhile ago, is there a solution upcoming?

    >

    > I compared the same build and scene with CocoonJS and the latest XDK, there is a large drop in clarity in the XDK compiled game compared to CJS. Performance is very similar between both.

    >

    > These screenshots are captured from my device running the game, LG G-Pad 8 with native 1920 x 1200p resolution.

    >

    I've tested this on lots already, you can reproduce it with just a blank layout (1280 x 720 pixels), one image sprite with some spritefont text, then compile with XDK/Crosswalk and CocoonJS and compare the result.

    At this point I suspect 2 possibilities: 1) Letterbox scaling, because my test device is 1200p and not 720p that my games are made at. I say this because CocoonJS doesn't have proper scaling, it just keeps that aspect ratio and have black/empty bars on bottom and right if the display is not matched. 2) Rendering quality/filtering is low on mobile chromium.

  • Mayfly

    Intel XDK APK is already signed and ready to go, they sign with the key of your XDK account. This obviously conflicts with CocoonJS signing since that is done manually with your own generated key.

    There's no way of doing CocoonJS -> XDK update, you'll have to do a separate app.

  • , I really dig the distortion effects!!! The particles, asteroids and ships are also very nicely done and have a unique style!

    eli0s The shockwave blast is really easy to do. I saw it used in The Last Penelope but at the time, I didn't think mobiles could handle WebGL shaders (since I had bad encounters with several of the effects cutting performance by half!) so didn't look to implement any effects.

    But the other day I was just testing a few effects to get some more info and found that Glass effect is very light, almost no performance loss on mobiles.

    The effect is quite simple. You make a circle sprite, mine is 128 x 128 pixels with any color (white). Add Glass effect. Set the Intensity or Density to >1,000. Then trigger spawning it whenever you need. Also add Fade with the time you want. To make the shockwave expand, just add an event "Sprite is onscreen" -> Set Size (Self.X + 10, Self.Y + 10) and it should expand by 600 pixels per second. To make it vary, you can add an instance variable to the sprite "Grow", then change it on spawn to whatever speed you need "Set Size (Self.X + Self.Grow, Self.Y + Self.Grow)".

  • cesisco

    I tested XDK beta with my own game and found it running smooth. On a LG G-Pad 8 inch, with Snapdragon S600.

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  • Game is nearly finished, just doing final polish and bug-hunting. Looks like I will make it for a June launch on Android first, then I need to get some Apple gear (I have a really old iPhone 4, which is just crap) to test on it then release on iOS.

    Here's the latest gameplay video:

    Thank you all for the encouragement and feedback. I gave a shout out to Guizmus in the credits for helping me with the Nav Icons and for the positive words and some pirate taunts. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Would love it if the Ludei logo wasn't blinking and there's an actual loading bar instead... so sad panda.

  • Here's my current project: Star Nomad (Thanks C-7), a tribute to classic spacesims of old, designed for mobiles and tablets. Nearly ready for launch on Android!

  • No such thing, since Apple uses 4:3 ratios on their Tablets and 16:9 on their Phones. So that platform you have to make two separate versions if you want your game to look properly.

  • Most mobile devices are 16:9 or 16:10 aspect ratios.

    720p is a safe bet, as it scales up very well to 1080p which is the most common PC/Desktop resolution.

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Halfgeek

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