Halfgeek's Recent Forum Activity

  • Phucking sweet! The menus alone would give me nightmares thinking about all the code involved, not to mention the turn based AI. Definitely an instant winner on Steam!

    Also, Tactics Ogre is my all time favourite turn based RPG.

  • Very smooth so far, keep it up and looking forward to an awesome retro game!

  • Welldone, it is very fun and addictive! I don't normally play through the entire demo of most games on here (due to being so busy), but your game made me want to complete it, and I did.

    If you expand it to have many more levels, you are onto a winner for mobiles!

    ps. I like the simple retro graphics. You nailed it for gameplay and that to me, matters most.

  • Beautiful artwork, just like watching anime, very professional.

  • Crosswalk signs it auto for you, based on your account so you can update your crosswalk compiled games any time. But its a different key than to your own that you sign the CJS apk with so you cannot switch on Google Play.

    As for the two.

    CJS = Great for smaller games, its got Ad and Google Store support. Cannot do large games due to its lack of proper memory management. It will crash even 1GB devices. Also has 7 required permissions by default which could put off some users.

    Crosswalk = Great for all kinds of games BUT currently does not have proper Ad or Google Store support. It does have leadbolt banners working, but I rather use AdMob.

    Currently, small games with monetization = CJS. Big games as a paid app = Crosswalk.

  • Point linear and pixel rounding are options on window of project ?

    Thanks.

    For silverforce what resolution you use for project firewall puzzle shooter it is very pretty.

    The option is under Sampling in the main project properties, Linear is by default and its what I use. You don't need to change it to Point unless you are making a pixel art game.

    Firewall is 800 x 480 only, low res.

  • with Firewall puzzle shooter objects are not blurred.

    it may be the speed of my objects I think it is not perfect.

    you create games with construct and cocoon (prenium ? or simple ? ) ? the 3 games flappy sp... ninja...?

    All my games are with Construct 2. Flappy and Firewall are via CocoonJS (simple) since they are both smaller games, which CJS works great for. Ninja is a huge RPG so CocoonJS would fall on its face, but Intel XDK is great for huge games (but currently without Ads/Store). I don't have the blur issue you seem to have, and when I try your test, I don't have blur either.

    So its probably the display on your device/pc.

  • Every day is a school day.... You're probably right , but what's the refresh banner ad command for if not to force an update of the ad being displayed? Of course, I've been stumbling in the dark figuring out what works and what doesn't - and the refresh command seems to have fixed bremen's problem.

    Probably a relic long forgotten.

    But just try it, start of layout = preload banner. Wait 5s, show banner.

    Works every time and it will self refresh automatically.

    I don't use fullscreen Ads so it may differ for those.

  • I never use refresh triggers in C2, the Ads will automatically refresh every 60s (or whatever you have) if you set it in AdMob. CJS communicates constantly to Ludei then to MoPub.

  • Not at the moment, though Leadbolt Ads work with Crosswalk, theres a reference of users getting it to work in the main Intel XDK thread.

  • Not all screens are equal in quality, horizontal movement blur is a sign of a slow screen, greater than 5ms response times. Mine is 2ms.

    Newer phones are very good, IPS screens are typically 5ms so they don't blur.

    Try this and tell me if it blurs on your phone (LOTS of bullet objects): https://play.google.com/store/apps/deta ... free&hl=en

    Because its sharp on my tablet (Asus TF700) and phone (HTC OneX, Samsung S4).

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  • Colludium No I don't, I just have preload banner at the start of layout and show banner ad bottom on the next layout. But I will add that to the events and see if it works any better. Thank you.

    I use to have that same issue, here's what I did to fix it.

    On start of game layout, I call in a preload banner Ad. Then after loading all the game variables and game start, I put in a wait 5 seconds, then Show Banner. Works every single time. Way I see it, need to give it some time to communicate with CJS, Mopub, AdMob, then download the Ad. If you change layout, it will reset, and you call in the Ad right away it may not have enough time.

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Halfgeek

Member since 24 May, 2013

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