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    Will do! Mailing you for the secret sauce right now!

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    Aurel Glad to be of help, your game, announced early last year was my inspiration to try harder personally, to aim higher than I was comfortable with at the time.

    Thanks for being a bright beacon for us all (small-time C2 gamedevs)! Looking forward to playing the heck out of TNP once its on Steam!

    ps. Hopefully we get Steam Cloud & Trading Cards in Greenworks! Would a re-write would be required to put LocalStorage (Save) into the same folder as the NW exported game for Steam to sync, Ashley ?

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    You can add ignore gpu blacklist into the chromium args in package.json & package-win.json (I have both versions dunno why, I require it in package-win.json).

  • Many WebGL "Effects" that come default in C2 is to be avoided for mobile games, period. There's a few that are perfectly usable without major performance penalties but most of them, no go zone.

  • m4a for iOS and ogg for Android works fine for me.

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  • Looking at the pics I had no idea what its about but after watching the gameplay vid, wow! Nice work!!

  • Gamers and ******** gamers in particular are tech savvy so the portion of them who own jailbroken iOS devices or rooted Android devices is very high. The majority of users, particularly casual game players, I would expect the portion to be very minimal.

    In particular, I frequently discuss mobile gaming on Reddit and those guys are more towards the hardcore/geek gamer market, Ads never work for them. They nearly all have AdBlockers. A lot of them also use tools for free IAPs.

    It seems like you never get $ from that market.. but its not true! They fully respect a good game and will reward ethical developers by buying full paid apps or buy IAPs that they deem fair.

    Ultimately if you respect the gamers, you will find many of them (enough anyway) who will reciprocate & happily pay for your content. So it's NOT about how to stop, punish or deter pirates. It's about engaging the core who value your work.

    If anything, PC gaming has taught us DRMs fail utterly and only punish legit gamers.

    mollaq It's not a battle Ludei will win (ie, blocking some IDs). It's extremely quick & easy to spoof a new ID. Ultimately it cannot be stopped if users are tech savvy enough to jailbreak their devices. But if you wanted to make it harder for pirates, that responsibility lies with Apple & Google, to make more protected OSes that aren't so easy to break.

    Also, the "com.zeptolab.ctrbonus.superpower1" spoof or those types are the ones you know about. There are other free-IAPs method that you cannot detect, the player just gets whatever item freely with no notification. They don't even need wi-fi/net connection.

  • It's quite common nowadays, on Android in particular the rate of fake IAPs is >50% according to several dev blogs I read. There's a tool for rooted Android called Freedom, it enables free IAPs. There's something similar for jailbroken iOS devices as well.

    Freemium games with IAPs is not a solution to piracy of paid premium games as time goes by and more users become aware of these tools.

    There's no solution to piracy. A large portion of gamers will be pirates. Accept it, move on, cater to those who give you $ instead.

  • True that, you have a point Ashley . But looool how come you can get 20k sprites with 30 fps when I've seen other posts of people having problems with even less then 64 sprites? What is your secret, please teach us ohhh mighty grasshopper, or are we really just that bad at optimizing and "coding" our games?

    Yes.

    Also what you described with the animation resize isn't a bug, its just how C2 does it. Suggest you pre-size your frames with other software then import into C2.

  • Getting even more amazing by the day!

    The bar is set very high for the rest of us mere mortals! :p

  • Yup, as soon as they manage to fix the LocalStorage issue and add AdMob for WKWebView, we're good* to go for iOS with even very complex games.

    *The micro-stutter is at a level that's acceptable for most players in my experience. I've got many correspondents on TouchArcade forums and even a few reviewers commented on how fluid combat and touch response is on iOS.

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Halfgeek

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