Halfgeek's Recent Forum Activity

  • I was greenlit <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Congrats!! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I recently found out from reading other posts from devs, you only need ~6,000 YES votes to pass Greenlight, is that about right in your experience?

    I had no idea, thought it was around 12,000.

    Anyway, I had around 4,000 YES votes after a few months with Star Nomad but then it slowed down.. at the time, it had alpha artwork so it wasn't as attractive, so I thought "hey, wouldn't it be a smart idea to re-make a new Greenlight with updated video/screenshots with the new artwork".. so I deleted the old out and made a new entry.

    DUMB MOVE. Don't even know why I thought it would be a good idea.. I wasn't drunk... at least as far as I can remember. <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    ps. Never do that, doesn't matter how long your game is on Greenlight, as long as it gets the required votes, it'll eventually pass.

    The new one is here, and its even slower than before. <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

    http://steamcommunity.com/sharedfiles/f ... =317966541

  • Is this a recent issue because over a month ago I did not have this issue (and never noticed it over my time using C2), but today booting up C2 r185 with the latest chrome, even a simple blank canvas with a few sprites moving around, there definitely is random jerkiness even though its reporting 60 fps.

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  • Beautiful work, if its amazingly lite on CPU resources thats a massive advantage for implementation in mobile games!

  • Unfortunately, physics behavior is very taxing on mobiles, even for very simplistic implementation.

    Maybe consider it a challenge, whether you can get a similar result visually & gameplay wise without using any physics behaviors at all?

  • Glad to see it steadily improving with time. Wish you all the best and keep it up!

  • Works fine for a long time now.

    If not, you can use custom plugins via XDK's build menu. Lookup Cranberrygame's IAP plugin. 100% working in my games.

  • Great job ludei

    Keep up the competition to make everyone involved in HTML5 for mobiles keep on pushing for greatness!

  • It does not really matter how many events you have. How you use them is what matters.

    Some people can have exactly same game mechanics, but one will have 100 events and the other one will have 20.

    suntank

    5980 events across 9 sheets, I would say thats a lot of events for 9 sheets only

    On my current very small mobile-ads-test game I have 202 events spread across 6 event sheets

    This is very true.

    My first game was a big Ninja RPG, it was ~3,000 events. I thought it was already optimal.

    Then I worked on a sandbox spacesim [Star Nomad], my focus was optimizations from the start having learnt a lot through mistakes with the RPG, but all up, its ~4,500 events. I trimmed it as much as possible but its a complex game with factional AI and dynamic trade/missions etc.. its never going to be lite on events. Interestingly, Star Nomad was TOO complex it crashed Crosswalk and Intel had to send my capx to the Crosswalk team for them to debug, which they did fix a glitch on their part that crashes in large games. Seeing a large game with so many images & events run so smooth even on older mobile devices (S3) was a joy.

    I recently rebuild the Ninja RPG game from scratch to optimize it further, and all up, it was ~1,200 events only, so I cut out a lot of sloppy usage of events and its trimmed greatly. The game runs much faster on a wider range of devices as a result and even looks nicer.

    I am a firm believer that C2 & HTML5 is great for mobiles, despite the common complaints or poor performance.

    Ultimately, C2 is easy to use but definitely hard to master.

  • Thanks ludei !

    This is great news all-round, that C2 can now use a compatible approach with CJS so we get proper memory management for larger games.

  • Congrats Ed, game is very smooth on Android, no issues.

    I played it during your beta and it was fun, lots of potential for casuals killing time.

  • I'm actually using crosswalk, but I am having a lot of issues with S2 and S3 for sure! My crashes show 0 however, although I know from experience that it has crashed on those devices.

    I also had that issue initially, along with a few other brands of devices.

    I fixed that by changing the included plugins, remove everything, then only include "Standard Cordova Plugins": Device (must include this else crashes occur on some devices! I use version 0.2.5), Events and Splashscreen.

    It works fine on all those devices so far, I had a bunch of beta testers try it with various devices which used to crash with CJS or default XDK settings and they reported it works fine.

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Halfgeek

Member since 24 May, 2013

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