Halfgeek's Recent Forum Activity

  • What's the difference with using Overlap vs actual On Collision with Object, performance difference? My game uses only the later, and there's no problems with slowdowns... even on a crap HTC Incredible S with an old 1ghz dual core.

  • Samsung and Google have the majority of the Android market.

    Definitely use those devices to test your games on. The Android market is huge, its a pain to cater to every device type out there, just make sure your game works well on the most used tablets first.

  • Yup its not a problem for me, mine is just simple Paid ap. No Ads or IAPs.. gonna move away from that and stick to what I believe, as a gamer, Ads piss me off.

    Just hope Crosswalk pass the QA.

  • Just get windows 7, its a great OS and dirt cheap now.

    Lock orientation works great. Full screen scaling up or down is great.

    IntelRobert

    Thanks! Hoping the final sound bugs will be fixed soon!

  • Well I sent my APK for QA, hopefully Crosswalk is acceptable.

  • Did Samsung accept your app btw? I heard CocoonJS doesn't fair well for it due to blinking logo and long load times..

    I am trying now with Crosswalk since I got an invite from 100% Indie program.

  • scirra.com/tutorials/809/how-to-export-to-android-with-crosswalk

    I followed that, worked fine the first time. Once you get your project in the build menu and pick all the permissions you would like, save it, close, and relaunch, you will then get an option to build using their stable crosswalk (gold) or beta (canary). I went with canary to minimize the sound bugs (still present on some devices, but better).

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  • Also bug with Nexus 7, sound/music randomly don't work through the tablet's speakers, requires headphones to hear.. and device volume controls do not work.

  • Once you call in a banner Ad via CocoonJS you cannot hide it again, every refresh, it pulls a new Ad from the MoPub server and displays it.. even if you tell it to hide, it will display it for 1 frame then hide it.

    This gives you a false CPM rate and if your App start to generate lots of revenue, MoPub will NOT be happy once they try your app and see that behavior.

    Hopefully Crosswalk will support AdMob soon.

  • RandomFellow

    Phucking impressive my man! Makes me want to play it.. I love mechs, love steampunk..

  • CocoonJS is just game-breaking for bigger games, loading everything instead of layout-by-layout means massive ram requirements. Instantly half the market cannot use your game. It also means start load times are long, 30-40s, stuck a the Ludei logo thats blinking like crazy.

    Then the final straw: ridiculous permissions. Lots of users won't install your game if you throw heaps of permissions at them, when you don't even use those features.

    Crosswalk IS better already by far. As soon as they iron out a few small bugs, and add ADMOB support, its going to be awesome!

  • When you build with Crosswalk, make sure you click the 'canary' version in the build dialog.

    You can also select if you want to run your app in full screen, or with the toolbar showing as well.

    Then inside C2, use the Browser Object, and "Lock Orientation" to whichever mode you want.

    Try the above suggestion to lock orientation.

    Also, Crosswalk is amazing, tested my game on a very old phone: HTC Incredible S, weak SoC and 512mb ram and it ran flawless, with perfect screen resizing! Using CocoonJS, it would never load due to low ram.

    Edit: Also something interesting regarding the sound bug, on my ASUS tf700 with Tegra 3, volume control doesn't work, but on HTC devices (One X and Incredible S) it works fine.. sound bug is volume control only applies to music played, not sounds. If you guys at Intel want to chase this bug up: play.google.com/store/search

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Halfgeek

Member since 24 May, 2013

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