Halfgeek's Recent Forum Activity

  • If you guys use XDK, in C2, make sure the setting Fullscreen Scaling is set to Low Quality.

    On High, it destroys performance for very little visual improvement (hardly noticeable).

    Use High-DPI should be set to YES to improve image quality (next to no performance loss).

    I find this setting gives it nearly the same performance as CocoonJS in all my games.

    Also, russpuppy Great work on all those games on the store. Very prolific and an inspiration!

  • The only thing that is lacking now (in my opinion) with Crosswalk is matching FPS of CocoonJS--I think that's really the only advantage CocoonJS has right now (at least from what I've seen with my apps). I don't know if this will be possible but fingers crossed

    I think for smaller games, CocoonJS is still superior. But for larger games, it's not even a close contest because XDK is so much better at handling lots of large assets.

    Performance numbers, I am seeing ~10-20% performance advantage for CJS, but XDK is more compatible with a wider range of hardware and has immersive mode.

    My Star Nomad with CJS has 24 different crash type reports, each with many users on various hardware. An enhanced version of Star Nomad with XDK so far has ZERO crash reports.

    Edit: Actually even for smaller games, XDK is superior to more compatibility AND immersive mode.

  • > By my (little) experience, CJs is much faster than intel.

    >

    This seems to be contrary to what I keep reading in the forums. Very confusing.

    Depends on your game. Test it often and from the start, don't finish your game then start testing.

  • You don't need marketplace to use AdMob ads via MoPub. Marketplace is only for their own ads, which in my experience, doesn't match the income of AdMob itself so its pointless.

    As a CJS user myself, I HIGHLY recommend Intel XDK!

    XDK is now officially awesome, great performance, great fullscreen support INCLUDING IMMERSIVE MODE, and working AdMob & Google Store!

    You can check out a few of my big games on it:

    Star Nomad - Sandbox Spacesim

    https://play.google.com/store/apps/deta ... lite&hl=en

    Ninja Girl - Action RPG Physics Shooter

    https://play.google.com/store/apps/deta ... girl&hl=en

  • Technical: I tested the game on an LG G-Pad 8.3, with Snapdragon S600. It ran very fast no slowdowns.

    Gameplay: Cool concept with the deathmatch combat. Perhaps you need a little direction, suggest which Boss to start first for a new player.

    Controls: I could not use it properly due to the lack of 8 directions. There seem to be only a response when I touch the 4 direction keys, not in between (diagonal). So movement felt very awkward and non reflex-responsive, which you need for a fast pace shooter.

    Definitely has potential.

  • It's always impressive to see a real proper artist's work.

  • Exported a file with two text objects that displays random numbers and a sprite with drag and drop and touch input. Have not noticed any freezing in there yet.

    So I did another test with four sprites with platform behavior that randomly goes left, right and jump. This export freezes.

    Took the same file again and added touch input and exported. Have not noticed any freezing yet.

    Tried with the file I posted here and add touch input same result haven't observed any freezing yet.

    Either touch input does something or it's completely random if the export gets freezing problems or not. Ashley do you have any idea?

    Hmm, you might be onto something. I was worried eventually my games would run into this issue..

    All my builds have Touch Object (due to cross-platform games) set to Use Mouse on. I don't use Mouse Object.

    I also never use the Platform behavior.

  • There's the main thread regarding problems with NodeWebkit, and so far there seems to be no common hardware. Even people with top of the line machines run into major freeze bugs etc.

    I got lucky with my own games without issue so far. :/

  • matrixreal Thanks!

    Let me know if you guys manage to beat the first Boss! I heard he is HARD. O_o

  • Nice, that's some very nice artwork in my opinion! I love the style!

    I think the text during the tutorial was a bit small on my mobile, otherwise worked great. Good job!

    I know most people dislike that art style, or so thats the general feedback I get. A few ppl said "it looks like the result of a how to draw manga youtube tutorial"... which is TRUE.

    Thanks for reminding me about the text, I forgot to change it when I updated the game for XDK.

    I used a smaller spritefont to reduce the memory footprint on CocoonJS, a lot of my spritefonts only take a 256 x 256 sprite. If I made them larger, it would end up as a 512 x 512 or even 1024 x 1024.. when making a large game with CJS, you can't do that due to memory usage blow outs.

    But for XDK, definitely its great! I'll change it in the next update.

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  • szymek

    I've tested cranberrygame's phonegap plugin for C2, it works GREAT for AdMob.

    No lag added to your game and the refresh rate is spot on. Also I already notice a major difference to CJS/MoPub, each click I get a lot more $ (not sure why, maybe no middleman??).

  • damainman

    The only difference between 32 bit and 64 bit for gaming is extra memory address space, and would really only come into effect if your game actually uses more than 3GB of system ram. Does it??

    I played it a lot today on my main work rig, i5-3770K stock, Radeon R290. Runs like a charm, did not notice any bugs.

    Would you like some gameplay feedback too or just technical?

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Halfgeek

Member since 24 May, 2013

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