Halfgeek's Recent Forum Activity

  • I went with free game, a few Ads only in menus and IAP options.. seems to be the way to go based on trends. For Android.

    But as always, make a game that A) people like to play and B) get them to know about it. (B) is equally important, because the app market is CROWDED, there's no way people will find your app without some sort of directions to get to it. So advertisement and spreading it is a must! If you make a really good game and get lucky for it to be featured, then super!

  • I have tested this when I started, Bullet Movement is very efficient, it hardly stresses the CPU at all so its my go to for any sort of movement.

    You could even simulate physics with it, using on collision + random(Angle of Motion) to simulate two objects colliding and bouncing off each other, add in "Set Gravity" and "Set Speed" variables and you get realistic mid-air collisions of objects, falling into the ground. It's something to think about until CocoonJS start to properly accelerate box2d/native, which at the moment it struggles at.

  • My first Construct 2 Game:

    Ninja Legacy: The Forbidden Scroll

    [TUBE]http://www.youtube.com/watch?v=LYAgKijfwiU[/TUBE]

    Think epic action-adventure-rpg, a mix of old-school arcade 6-shooters but on 2D with charm.

    Free to play

    play.google.com/store/apps/details

  • Hmm, Silverforce, your game is not compatible with my HTC Sensation XE. Maybe it's my processor or resolution. I don't know, but it doesn't bode well I suppose.

    Its 720p minimum, and needs devices with 1GB ram.

    Its because of my design, its literally the worse way to do a mobile game via CocoonJS, because its major flaw is loading all assets on startup and not layout as needed. So its around 440mb total art/music/sound assets. I have a lot of big sprite enemies with heaps of animation frames.

    As long as you avoid these designs (big art and lots of it), C2 -> CocoonJS to Android and iOS is fine.

    Edit: This problem with CocoonJS really pisses me off (pardon the french), since my app is newly released and I already have people giving me 1 star rating due to "game not loading" issues, when their devices have 512 or 768mb ram, clearly in my description I said minimum 1GB ram required... it does not bode well when you have a new app and getting 1 stars..   <img src="smileys/smiley19.gif" border="0" align="middle" /> Sad panda is sad. <img src="smileys/smiley19.gif" border="0" align="middle" />

    ps. When I started this game, the issue is known but Ludei and Scirra were apparently in contact working on a layout-by-layout loading of assets to minimize memory use. So i kept going with the high art design hoping they would fix it by then.. that was 7 months ago. So if you are reading this and would like to support a fellow C2 indie dev out, please test try my game on Android with devices with 1gb ram and a decent CPU (Tegra 3/Samsung S3 onwards) and give me some ratings to counter the 1 stars..   <img src="smileys/smiley19.gif" border="0" align="middle" />

    play.google.com/store/apps/details

  • What kind of complexity visually do you need for it to run well on mobiles? Simple puzzle games have no issues on most phones. As soon as you start throwing a lot of 256 x 256 px animated sprites at it, anything less than Tegra 3 is going to struggle.

    My game is just functional on Tegra 3 devices, 25-30 fps. On Samsung S3 or anything newer, it runs much better.

    Test it out if you want a measuring stick on performance vs visuals:

    play.google.com/store/apps/details

  • little off-topic: did you put ads in Chrome Webstore version? if yes what kind (AdSense?) and how

    I haven't gotten to it, but eventually will have to go freemium with IAP and ads. I hate that games have ads in it, it detracts from immersion but meh.. if people want things for free i guess it has to be.

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  • Yeah thanks for the tutorial I got it to work flawlessly.. using CocoonJS trigger to disable ads during gameplay but have it display only in menus etc.

    play.google.com/store/apps/details

    Tip for someone doing something like this, if you trigger hide ad banner with "on start of layout", it will hide it.. until the ad refreshes itself (30 to 60s) then it pop up again.

    Need to use an actual trigger: CocoonJS "on ad shown", hide it so it repeats itself whenever the ad refreshes and auto hide.

  • "This thing is horrible running HTML5 games on Chrome, mine was running at 15fps compared to Nexus 7 with Snapdragon running it 60 fps."

    I just read on Anandtech that Atom Z2760 have 33220.9ms in Kraken test and Exynos 5 Dual 11146.0ms - so this Atom is 3x times slower in Javascript benchmark

    And thats 3 times slower than Exynos Dual, there's already Quad variants out for awhile. Last-gen Atom is horrible for gaming. As was Tegra 3/4 when its not running 3d games optimized for NV. My barely 1 year old Asus TF700 with Tegra 3 struggle with my game at 25-30 fps, while a Samsung S3 phone is in the 40-50 range.

    I mean once we step out of cutting edge, the NOW, there's still lots of users on older devices and they do have issues running HTML5 games. But a year from now, the current stuff will be old and it should be much better. :)

  • No i mean the Atom from 2012, its in a lot of devices.

    Intel� Atom� Z2760 Dual-core CPU 1.8Ghz

    This thing is horrible running HTML5 games on Chrome, mine was running at 15fps compared to Nexus 7 with Snapdragon running it 60 fps.

    I saw the benches for the new Atom, its much faster so there's some hope.

  • Ldk, that is really cool.. the scene is so immersive, welldone!

    I've learnt a lot on game design and art from seeing the work of others on here, much thanks to all.

  • I suppose the main issue I and others are concerned about is security and cheating.

    In a p2p connection, cheating is often as simple as loading up Cheat Engine and changing one or two variables. Obfuscation or no, this is incredibly simple and can take little no nearly no effort.

    If you have a server available to verify at least one or two bits of data here and there, you can prevent the majority of cheaters.

    There is a flaw in this that goes way back in gaming history, and here's a simple dogma for gaming.

    If people want to cheat, they will. No matter your implementation. Even MMOs with a massive team and server side monitoring have cheats. Don't design your game around cheaters, focus on the rest of the good folks.

  • As long as mobile devices aren't running games at native 1600p or 4K res, next-gen stuff will handle 2D games easily and plow through 3d.

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Halfgeek

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