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  • ... but will it ever beat c++?

    You mean Objective C?

    Don't know, but its a heck of a lot faster than the JS engine in Chrome for PC.

    To put things into perspective, my game (constant 60 fps) uses ~20% of my Intel i5-3770K for battle scenes on Chrome or Node Webkit. The same build running on an iPad Mini 2 WKWebView uses ~15% of the Apple dual-core SOC. We know in raw processing terms, the iPad Mini 2 SOC is waaaayyyy behind a beefy i5-3770k.

    For comparisons sake, non-WKWebView or with CJS Canvas+ (pretty much the current Android situation), the same battle scenes load the Apple SOC 100% and fps dips to ~40.

  • That isn't true anymore for iOS8 WKWebView. It's still true for Android though.

    Apple's JS engine is ridiculously fast.

  • > I think secretly Google doesn't care about Piracy in the same way as Apple doesn't care about jailbreak because they know apps help sell mobiles, or devices on which their os operates. Hardware wise iPhone and Android phones are pretty even now so platform content is important.

    >

    That's a good point. "Buy this device, it plays apps.. for 'FREE'!" is obviously a better selling point than "Buy this device, and then buy more stuff to use with it!"

    I hear that comment a lot from Android users, they went with Android so they can watch tv shows or movies downloaded from the net, rather than pay via iTunes. Same for games.

    Its a selling point of Android but it will be a sell out as piracy becomes rampant, IAP hacks become the norm and nearly everyone install AdBlockers. Devs will see how little they earn and unless porting is dirt cheap for them, they won't release games for Android, it'll be iOS exclusive.

  • Mind share the difference you got between IOS and Android revenue ?

    So far its 75/25 but that includes a few games which I never launched on iOS, so realistically its around 90/10.

    iOS is where the money is for mobile devs. Android is a joke.

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  • I think secretly Google doesn't care about Piracy in the same way as Apple doesn't care about jailbreak because they know apps help sell mobiles, or devices on which their os operates. Hardware wise iPhone and Android phones are pretty even now so platform content is important.

    That would make sense if Apple or Google didn't take a 30% cut in all transactions on their platforms.

    In fact, app sales, IAPs & app advertisement are the major source of revenue for both companies. When the mobile app market is ~60B per year, 30% is a large chunk.

    Piracy hurts google directly. It hurts Apple less because devs make more money on iOS, in turns, Apple makes more money.

  • Apparently certain streaming softwares kill the FPS on the game, and without a low dt cap the game goes out of control, whereas simply slowing down the gameplay would be far better. (the setting timescale relative to fps is a very messy solution, specifically in that case)

    If you use a lot of shader effects, streaming destroys performance. It's strange.

  • Aphrodite

    Its a chicken or egg scenario. But the damage was done a long time ago. It's just building as time goes on.

    Google's Android is very weak on security. Any device can instantly install pirated apps (APKs) from any source, there's nothing on Google's side to prevent that. At least on iOS it requires jailbreaking a device which involves a few steps which is enough to deter many users from not doing it. That's all it takes. A few steps where they have to plug their device into their PC, download some crack software and spend a minute or two on it. That is enough to deter many mobile users... because let's face it, a lot of folks can afford a few $ here and there for apps, rather than going through the jailbreak process (ie. not worth their effort!).

    Some interesting insight from a cool indie dev group:

    http://www.butterscotch-shenanigans.com ... art-1.html

    In particular this one is quite brave:

    http://www.butterscotch-shenanigans.com ... emium.html

    http://www.butterscotch-shenanigans.com ... -play.html

    Somebody

    Yes, piracy rate on Android is insane but sure, there's still some who are willing to reward gamedevs.

    Thats one good thing with C2, porting is so easy. Imagine if you had to pay a studio $20-40K to port your PC game to mobile for example. I wouldn't bother with Android if that were the case.

  • I never see Pirates as you "losing money" or potential lost sales etc. They don't buy it anyway. That's the mentality of the majority of Android gamers.

    That in-availability in China doesn't fly.

    A lot of financial reports released by indie devs on iOS or Steam (both available worldwide), I typically see their break down as such:

    ~50% from USA & Canada

    ~30% from UK & Europe combined

    ~10% from Japan/Korea/China

    ~5% from Australia/NZ

    ~5% from rest of the world

  • http://techcrunch.com/2015/01/15/monume ... -ios-game/

    There's other small indie devs who blog about the topic with similar conclusions.

    Android is a dead weight for developers to make $ with paid apps. 95-99% piracy rate.

    Free titles with Ads also generate very little revenue on Android due to the wide usage of AdBlockers.

    Freemium with IAPs on Android again generate a lot less revenue due to the wide usage of Freedom or other apps which hack/fake IAPs.

    In my own limited experience, I find these points to be true. I make a lot more $ on iOS than Android.

    It now makes a lot of sense why so many studios develop for iOS first then later port to Android, or not even port at all (not worth the $ invested to port). Luckily for C2 devs, porting to Android is straight forward and requires little investment.

  • You just need to change the compiler to beta. The bug is fixed in Crosswalk 10 (beta) but present in Crosswalk 7 (stable).

  • Looks fine to me.

    On both PC (Radeon R290) and Notebook (Intel HD4000).

  • glerikud It was a known Crosswalk bug, it was reported fix but we're awaiting the fix to make its way into XDK's cloud compiler. If it works for you, they must have done the update on their end.

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Halfgeek

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