Halfgeek's Recent Forum Activity

  • Same here, yesterday got heaps of impressions, today suddenly zilch.

    It happened a few weeks ago too, when the Ludei CocoonJS server briefly went down.

    I think its on Ludei's end, because CocoonJS actually connects to Ludei servers and log statistics of your game, as well as Ad requests and the typical user stats. I noticed when I went to compile my new game today the cloud server was extremely laggy.

  • A puzzle game for those who love Sci-Fi, bright colours and funky music (plays best with headphones)!

    Play as a meta-representation of a computer Firewall defending against a Super-Virus attack.

    How to play: Tap to Shoot, Shoot the Boss Battleship to reset its Beam Cannon energy charge!

    Aim for a high Hit-Streak as well as a great Top Score! Simple to play but hard to master!

    Available on Googleplay

    My personal best:

    Try it out and let me know if there's any performance issues on your devices! Thanks!

  • Great work and congrats on the launch!

    Will try and give feedback asap.

  • jayderyu From what I've seen I am not surprised, rather it should be doing even better.. because there's other Flappy Sperm clones and they have 5 times my downloads! I actually made a mistake when I released it, I called it Flappy Spermie (thinking Flappy Sperm would be too crude....), but then another dude released Flappy Sperm, and became the #1 search result for that. My game was like #25 or so on the search list for ppl typing "Flappy Sperm" or even "Sperm".. I recently changed the title and now its #2 on the search result and getting lots of users.

    I would guess the other clone, with over 100K downloads, is now probably making $100 a day in Ads.

    The more popular Flappy Clones with over 1M downloads, talking about $1000 a day in revenue with just 1 banner Ad, some of them have entry and exit Ads also..

    So ultimately all this talk of lack of successful games with C2 on mobiles, its a wash, because its entirely dependent on you to make a game that lots of people play! It's also about luck and good marketing.

  • Does not need to be power of 2, but when it gets into memory as a texture, it becomes power of 2 regardless of your original size. Using a background of 1280 x 720p for example (even if its blank), requires 16MB of memory because it has to be stored into a 2048 x 2048 texture.

  • jayderyu Yep just a single Banner Ad 350 x 50 on bottom. I get an average of $2 per 1000 impressions for the past month, surprisingly good.

    Also I've learnt its a mistake as a no-name indie dev to release a Paid App on Android, even if its $0.99, without prior hype and spending a lot of $ on marketing. Freemium is a must for any bigger App. These days even big studios have a hard time selling many paid Apps. It seems the consumers are so used to and ingrained that they expect Apps to be free.

  • Made a few hundred already with this game: Flappy Sperm <- Took me 4hrs to make with my own art!

    And next to nothing with this: Ninja Legacy <- 8 months to make!!

    I haven't spent any $ on marketing at all. But Flappy Sperm doesn't need it, it markets itself due to the Flappy Fad.

    Waiting for Intel XDK to support AdMob and Google Store, then releasing Ninja Legacy Free, and then market it.

    Making a third game now its coming along very nice, an epic space sci-fi sandbox rpg/rts: http://halfgeekstudios.wordpress.com/

    Success is a far far away proposition though, but I will keep trying.

  • Keep it below 2048 x 2048, lots of devices cannot handle bigger textures than that!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It doesn't look that way to me, just fancy death animations corresponding to the weapon type. The gibs are just heaps of physics objects.

    Could you do it? Yeah it just takes a very good animator.

  • > IntelRobert or anybody,

    >

    > When I press the back button on my Android phone when I am in my Crosswalk-built app, I don't get the standard "Exit -> Are you sure you want to exit? [YES or NO] window. Instead, the app just closes.

    >

    > Is there to add this exit window? I know with CocoonJS, you got this exit window by default.

    >

    good suggestion. I'm willing to add a default behavior. but I'm not sure all users are happy with that.

    IntelRobert

    I would be happy with that!!

    Having it ask on exit via back button is such a common feature in games that it seems so weird to have it missing... auto quit on touching back could lead to lots of frustrating mistakes for users while they are playing!

    Pause game, confirm exit, click yes to exit. No to resume would be the best.

  • Ashley

    I think people here are not referring to the lack of big games on PC, certainly there are already quite a few, Ubi, Airscape, Our Darker Purpose, and Penelope along with quite a few huge games currently in development.

    They are referring to the lack of big games on mobiles, and it is true. We have been severely limited by CocoonJS's lack of memory management for so long, anyone who embarked on a big game for mobiles is either a) naive or b) extremely brave. I fell into the category A. :p

    But luckily Crosswalk saved my bacon, and now I just eagerly await the Ad/IAP support and it's all good, no more excuses for my failures. But indeed, iOS remains a huge hurdle with our current options. CocoonJS is fine for smaller games, as we all agreed, but there seem to be no indication from Ludei of their willingness to fix memory management and 7 required permissions by default.

Halfgeek's avatar

Halfgeek

Member since 24 May, 2013

Twitter
Halfgeek has 4 followers

Connect with Halfgeek

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

13/44
How to earn trophies