Halfgeek's Recent Forum Activity

  • They specifically want their Ads to be shown for the entire duration of the refresh rate you set, ie. 60s in this case. Read their "Best Practice" guides and its quite clear anything outside the normal is not acceptable if they find out. This includes hiding banners before they expire as well as putting them in locations that interfere with gameplay and cause unwanted clicks.

    Edit: I only do 350 x 50 banner Ads, because I feel using fullscreen Ads will really piss many users off very quickly. I know I get pissed when I play games and it's spamming Ads like that in my face.

  • ByR I don't think it matters about the placement, as long as its shown. An impression needs to be shown for the duration, if you read their guides, typically 60s. So if i understand it, you have banner on the bottom, but move it to the top when players move. It's still onscreen? If so, no problem.

    sachos345

    I haven't see that happen in a real compiled App, but seen weird stuff running through the launcher, if that helps.

  • Sadly CocoonJS is still the only viable iOS export since its got monetization features.

  • You just use CocoonJS => Hide Banner in event sheet where you want to hide it.. but my point is it doesn't actually stop the Ads, it refreshes and display a new Ad for 1 frame, then hides it.

    If you want to use Ads with CocoonJS, it has to be always on, not only on in menus or some part of your game, because the "Hide Banner" just hides it, doesn't stop it from refreshing a new Ad impression.

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  • Please reduce the size. It's a pretty significant increase. I wonder if it'd be possible to just include components you need during the build process (letting users select prior). Something similar to where you ask for permissions - maybe for permissions that aren't included don't include those packages in the build? Not sure if that's feasible..

    Unlike to occur because Crosswalk is basically including the CHROME browser engine to run your game. Just deal with it and don't make massive games with tons of HD art... not until Google lift their 50MB APK limit or until we have a viable option for C2 to download extra expansion files.

  • jayderyu

    Good post. I found exactly the same thing as you. Mobile devices these days and even those from 2011 don't really give a stuff about massive art asset, they can crank it out at 60 fps easily. But there are things that really hurt performance of C2 games on mobiles:

    1. Physics.

    2. WebGL effects.

    3. Rotating, changing angle, resizing objects every tick.. and some behaviours (thanks for headsup on Pin!).

  • sachos345

    Letterbox in C2. In CocoonJS, I use Scale to Fill. Game looks fine on every device I've tested so far. It was designed for 16:9, so there's small black bars on 16:10 devices. 4:3 device is really only iPad these days so I don't really care, haven't even released on iOS yet.

    AdMob ads only, using MoPub as the intermediate, don't use Marketplace.

    shaircast

    Be very careful not to "Hide Banner", because CocoonJS is bugged, it will still refresh your Ad every 60s and show it for ONE frame before hiding it. It counts as an impression to AdMob but its not legal because its a fake impression! If Google ever test your App and see that, ban hammer.

  • Never bother with emulator, I find it does not pick up bugs, because its running in a pristine environment, whereas a real device often have way too many background processes running that will affect stability as well as performance and collision checks.

    I use real devices, a phone and a tablet.

    Also, the emulator in Intel XDK/Crosswalk doesn't pick up sound bugs at all, but on a real device... oh boy.

  • And most PC users will know that drivers need to be up to date, its not a new issue as soon as they try to game on their desktop. The problem comes in when ATI/AMD and NVIDIA stop updating drivers for older GPUs. They seem to have a 5 year life-span on driver support. For NV, anything beyond 8800GT is not supported (updated), and last I checked, they don't update anything for the 8800 series for a long time. Their updated drivers only add function to newer graphic cards.

    The hardware may be more than capable, but the drivers just aint there for it.

  • ByR

    Ever since I released my Ninja Legacy game, I was approached by multiple review sites, with offers to do a review on it, IF I pay them $99...

    I find that repulsive, to me, paying for reviews and sites that do that are worthless. Their sites are full of Ads already, they claim 2M unique visitors per month etc. Why are they demanding indie devs who are often poor to pay them such large sums?

    Well, because apparently that is how bigger dev studios do it. They pay for good reviews, pay for app ratings and downloads to inflate their numbers and move up the chart/search.

    I'm not successful so far, either my game is crap (which I don't think it is) or because nobody knows about it, so I cannot offer advice on marketing. I just posted some notices on Reddit on launch and twitter, thats it so far. Thinking of doing an old-school poster/business card spam-campaign around my city here.

  • My laptop with a ultra low volt i5 and its intergrated HD4000 destroys html5 games, it's not even a problem at all for desktop performance. The only issues is using older GPUs and their out-of-date drivers.

    If you have some GPU from many years ago with 256mb ram, the drivers for it hasn't been kept up to date, period. This is especially true for AMD/ATI cards, they tend to stop supporting it after about 5 years.

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Halfgeek

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