Halfgeek's Recent Forum Activity

  • I think the best way for the death animation is just to make a heap of varied sprites, each enemy say have 5 death animation and you can cycle through that. It achieves visually whats there, this would be the least CPU intensive method.

    The other way is just to spawn a lot of physics objects, 4-5 different object types per mob, ie. helmet, shoe, body gibs etc... PC will handle it fine, mobiles, no way.

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  • spy84

    You say there's not many C2 success examples.. can you tell me why that's the case? Is it the engine itself that limits success?

    Because your insinuation is that somehow its the game engine's fault.

  • The best way is to learn from an example CAPX project that has a similar gameplay to what you desire. If its real time RTS theres a good tutorial in C2, just open up the example.

  • Crosswalk does fine for memory management, if you have a really massive game, aim for 1gb ram devices and it should be fine. That's not bad considering most of the market are on 1gb now and all the new stuff is 2gb onwards. So your massive project will be fine.

  • Just to update its about a month since I posted that info, so far the past month my average is $2 per 1000 impressions. For my game, each active install its ~3 impressions per day.

    So to get 1000 impression you'd need around 333 active installs. ie. 333 = $2 a day. Or 3333 users = $20 a day.

    That's not too bad at all!

  • Arima

    It's a browser engine so crosswalk is dumping un-unused assets and reloading new ones you call into the layout if its running of of ram, that most likely is the spike issue.

    You put all of the assets into 1 layout and it ran at 750mb? Pretty impressive heh.

    Also, there's no more sound issue, fixed recently and I've just updated my own game on the Play Store with the new version! yay!

  • https://play.google.com/store/apps/deve ... %20Studios

    I've released Ninja Legacy but have not devoted much time or $ to advertise/market it yet. I am waiting for Intel XDK and C2 to add official AdMob support then make it a free game with a smaller banner Ad and then start marketing it. My Flappy Sperm game is actually making decent $$ and growing and I didn't even advertise it! O_o

  • There's no difference for mobiles as I am aware, they use the total system ram to load assets as it acts as a vram buffer as well (similar to iGPUs in Intel and AMD APU, reliant on system ram). Correct me if I am wrong though.

    All I know is that with CocoonJS and the peak 450mb ram usage, it would not run on devices with 768MB of ram or less, but ran on devices with 1GB of ram.

    With Crosswalk and the 250mb peak usage, it now runs on all the 512mb devices I have tested.

  • For the past month I have been averaging around $2 per 1000 impressions. Using AdMob via MoPub.

    Some days it went as low as 0.74, and others, as high as $4, it varies a lot.

    I notice a pattern, one day high CPM, next day low, day after that high, then low. It kinda alternates. My theory is the Ads aren't "new enough" on the 2nd day, and if ppl already seen/click on it, they wouldn't do it again, until more "new Ads" are shown. I have nothing to base it on, just a hunch.

    As for income, just recently released some games and now starting to earn enough to pay a few bills. Not too bad, hopefully it keeps on growing, and soon I'll have another good game out.

  • Arima

    That is a problem with CocoonJS, its lack of layout-by-layout memory management is a killer blow for large complex games.

    I have not tried Ejecta for iOS but it apparently handles memory load better. For iOS we can only hope Ludei improve CocoonJS major weakness. For Android, Crosswalk is heaps better now, with the final major issue fixed: sound volume/controls!

    Crosswalk only load into ram what you use on your layout, I use a lot of big animated sprites that's why my ram usage is so high. 250MB means it will run on most 512mb ram devices, that gives you only really ancient devices in which it cannot run, but even then, a native engine is not going to make it better when you have that much assets. Each 2048 x 2048 sprite sheet requires 16mb of ram regardless of how you do it, if you have a lot and they need multiple sheets...

    Edit: I have no problem with demanding the device have 250MB of ram free. Most older stuff on the market have 512mb and can handle that. On iOS it gives you a memory warning but it wont crash unless you use beyond what it has free. I had to double check that and other devs say it specifically. Devices from 2 years ago come with 1gb of ram.

  • IntelRobert Thanks for the PM, I can confirm that XDK compiling is working again! AND, you guys have fixed the music/sound volume and controls, working flawless now!! Great job!

  • By yourself? Indie Dev = doing everything.

    But when people ask me what I do, I tell them "software developer" and they all understand that.

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Halfgeek

Member since 24 May, 2013

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