Halfgeek's Recent Forum Activity

  • Found some bug on android IAP, so wait for fixing it.

    Alright so the stuck on loading is due to the new version IAP plugin and not WebviewPlus?

    I'll wait for the updated version.

  • I used the WebviewPlus plugin for XDK Crosswalk and game hangs on start up at loading bar.

    Going to try it without it.

  • If you only create xdk project with "Import an Existing HTML5 Project", then you don't need to manually add native plugins any more. (c2 will do all the native plugin install works for you automatically)

    No need to add third party plugin with URL? Yes

    See details about creating and build xdk project.

    https://dl.dropboxusercontent.com/u/186 ... index.html

    Yup, I always did it via import existing HTML5 project. I'll try again with your updated IAP plugin without any third party URLs.

    Also, great job on all the plugins. I'm testing the WebviewPlus performance plugin as well, hopefully there's some performance improvements.

    iOS8's WK is crazy fast. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi Cranberrygame,

    I tested your original IAP plugin a few months ago, a lot has changed since then.

    Back then, I built with XDK Android Crosswalk and I had to add a third party plugin with your github URL.

    I notice you say now the integration is automatic, does that mean I just install the plugin for C2 and do nothing special in XDK? No need to add third party plugin with URL?

  • yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

    Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

    You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

    It looks like a proper space ship trail like in most 3d games:

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  • Looking great so far lwgames

    I like your implementation of squad control and assigning targets. Was it complex to code with C2's event system?

    Also your fighter movement is just great, ie. they are always on the move, orbiting etc. Really nicely done.

    Keep up the great work and let's hope we'll both (I'm doing SN2 now, designed for PC first!) be able to craft something very respectable for this genre!

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  • I would think that both iOS webview and safari actually supports the same audio formats (last time I checked, apple did not implement support for the ogg vorbis format in safari, and so I would expect that for the same reason of them, they would not support it either in the webview), and the same with android webview and chrome for android(but I think chrome supports both ogg vorbis and m4a, others would confirm or deceive that I think).

    The browser does, but there seems to be a conflict somewhere between C2's HTML5 Web export and CJS's 2.1 Webview+ implementation.

    I see in Xcode6.1 debug, audio calls only ever seeks to load the M4A file and not the Ogg file. This is why when I delete the M4A it never plays sounds.

    The reason I keep Ogg is that it works fine on Intel XDK and CJS Canvas+ for iOS. Now I'll just keep Ogg for Android and M4A for Webview+ its not a problem anymore.

  • It seems the audio bug is limited to Ogg audio format. I removed M4A audio previously to prevent redundancy and wasting of space on mobiles, and Ogg works fine with Canvas+ and XDK. But it seems CJS's Webview+ doesn't like only Ogg, but it works just fine with M4A.

    So, problem solved!

  • Your game looks awesome! Good work!

    Thanks, it's been a learning process for a complete newbie. I was very inspired seeing The Next Penelope & Airscape. I didn't want to do too much since Star Nomad was originally designed to be a mobile game first, so performance was key.

    I'm hoping to make Star Nomad 2 as presentable as some of the best PC/MAC 2D space games out there (and confident now it'll run well on iOS!)... it's a long way to go.

  • What about iphone 4s? Have you tried it? It's not so fast as ipad mini 2, but i thought that you need to support it to publish your game to appstore.

    You don't need it to publish, you just need to be specific in your targeted device in the App description itself as well as the testing notes to Apple.

    ie. Designed for iPhone 5s, iPhone 6/Plus and iPads with Retina Display.

    They accept it if you are very clear about it.

  • Congrats and I wish you the best of luck!

    Look forward to later Episodes too.

  • iOS8 adoption is coming along great.. let's hope the audio issue is resolved soon!

    Since it was running so fast, I thought I'd up the ante a bit and add in more parallax layers, effects and proper trails:

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    Still running crazy fast on iOS. It can take more! O_o

    Very exciting times for C2 mobile devs, we can essentially make a full blown PC quality game without fear of it running like a slideshow.

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Halfgeek

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